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Sourcebook 1

New Unity
Government
About this book
This is the first sourcebook for Macross 2050. It contains more in-depth
information about the Earth United Nations/New Unity Government and their forces,
troops, and mecha. It will contain minimal information about the Zentraedi for playing
micronized Zentraedi in the UN Spacy forces (for further details on the Zentraedi, see
Sourcebook 2 – Protoculture).

Chapters
Chapter 1 – The New Unity Government
Chapter 2 – Ranks and Divisions of the UN
Chapter 3 – Character Information
Chapter 4 – UN Military Mecha
Chapter 5 – UN Military Capital Ships & Fleets
Chapter 6 – UN Installations
Chapter 7 – UN Tactical School
Chapter 8 – Codenames and Unofficial Designations
Chapter 9 – Design Notes

Chapter 1 – The New Unity Government

In March of 2000, the UN establishes OTEC (OverTechnology Engineering


Company), an alien technology analysis research institute, through joint Japanese-
American-Russian-West German-English-French collaboration. OTEC reverse-engineers
much of the Protoculture’s overtechnology and designs the Destroids, VF series, as well
as the drives, weapons and materials for the UN Spacy’s capital ships.
The UN Government was established in January of 2001 as the Earth United
Nations Forces of the Earth UN Government; also called the United Earth Government
(UEG). Although the term “UN Spacy” typically refers to the UN Spacy Navy/Airforce,
it can also refer to the UN military forces as a whole (and indeed occurs often enough
that UN Spacy and UN Government have become used interchangeably). Their primary
purpose is to maintain peace on earth and defend the Sol system against the possibility of
alien incursion. As the population of earth began to expand out to colonize nearby
planets, the duty of the UN forces has also expanded to protect these colonies and the
space in between them. Vrlitwhai Kridanik, hero of Space War I, was appointed as
Commander of the UN Spacy in 2016.
During the first eight years of its existence, the UN was dedicated to the
restoration of the ASS-1 as well as developing new weapons and ships to defend the earth
against the impending invasion by giant aliens. During Space War I, the UN was the sole
defender of earth. They undertook this massive task with calm professionalism, despite
the lack of experience with space travel and with their new high tech equipment. Despite
the flaws and early mishaps, the UN forces (read as: the SDF-1) forged a treaty with the
fleet of Vrlitwhai Kridanik and defeated Gorg Boddole Zer.
After Space War I, the Earth United Nations was renamed the New Unity
Government, so as to include the remaining Zentraedi forces that wished to join earth’s
culture. In October of 2011, the UN Spacy captured a Protoculture automated weaponry
satellite and after making repairs, they were able to rebuild their fleet at a faster rate than
ever.
In September of 2012, the first Megaroad class colony fleet left earth with the
purpose of ensuring the survival of the human race so that a single cataclysm would not
make humanity extinct as the annihilation of earth almost had. Each year since, one or
two such colony fleets would leave earth. Each fleet taking with it a vanguard of UN
Spacy capital ships and UN Space Airforce to defend it from unforeseen enemies. To this
day, only four colony fleets have had any major difficulties. The Megaroad-1 fleet was
lost, the Megaroad-13 was subjugated to become the Varauta, the Macross-5 was
annihilated and the Macross-7 made war with the Varauta. The Macross-13 flagship was
captured by an anti-UN force and used to attack earth. The Macross Frontier and Macross
Galaxy fleets were nearly annihilated by the Vajra.
No government has been without troubles; in 2010 there was a Zentraedi uprising
lead by Kamjin and Laplamiz, and during the 2030’s several occurrences have called
upon the resources of the UN; the UN Revolution war, the Hydra war, the two Delta wars
and several other colonial disputes. In April of 2030, ace pilots Max & Miria Jenius
rescued the Chairman of the New Unity Government from his anti-UN captors, which
earned them their choice of assignment. In March of 2040, rouge AI Sharon Apple took
control of the SDF-1 and through it commanded the UN Earth Defense Force. She was
finally stopped by the combined efforts of Lieutenant Isamu Dyson and Guld Goa
Bowman piloting the prototype YF-19 and YF-21, respectively. In 2045-2046 the UN
faced a war with the ancient Protodeviln and their slaves, the Varauta. Then in 2050-
2051, the UN is opposed by a terrorist group backed by a powerful corporation. The
outcome results in the destruction of the SDF-1 Macross. Later in 2059, the leaders of the
Macross Galaxy fleet attempted to take control of the entire galaxy, sacrificing everyone
if needed in order to attain their goal.
The UN also has had it’s less than pleasant operations. In 2008 when the UN was
investigating the AFOS and the people of Mayan, they had a contingency plan called
Operation Iconoclasm. This operation was planned in case the UN could not get control
over the AFOS, in which case they would fire four reaction warhead missiles at Mayan to
destroy the alien artifact and everything else there.
The UN forces continue to protect humanity from those who would harm it. To
this duty they have dedicated a portion of the UN Spacy to locating the site where the
anti-UN renegade power armor is being manufactured.
At some point between 2047 and 2059, the UN space military undergoes some
restructuring to better represent and protect the steadily increasing numbers of colonies
and colony fleets, and renames itself to the New United Nations Spacy (N.U.N.S.).

* 2001, January
Establishment of Earth U.N. Forces. Inauguration of Earth U.N. Government.
Founding Prime Minister, Harlan J. Niven [Niiben (sic)].
* 2005, April 14
Founding Earth U.N. Government Prime Minister [representative] Harlan J.
Niven [Niiben (sic)] is assassinated. Robert A. Rhysnink [Rhysling] is installed as his
successor.
* 2009, February 11
Earth's annihilation. UNG primarily destroyed.
* 2009, March
Conclusion of Space <Stellar> War I. Earth atmospheric purification operation
begins. A total of several hundred thousand <to approximately one million> survivors
confirmed in the Grand Cannons (I) III and V, the Lunar surface's Apollo Base, onboard
the SDF-1 Macross and the space colony clusters [bunches]. UN Spacy assists in
reconstruction of the civilian UNG.
* 2010, April
Establishment of new U.N. Government Education programs for Zentraedi begin.
Micronization processing of Zentraedi applicants begins.
* 2030, April
Dancing Skulls Squadron was sent on a mission to rescue "the UN Chairperson"
Lawrence Yun Kemal.

Structure of the UN
The UNG is based loosely on the old United Nations of the pre-annihilation earth.
The largest difference is that the UNG is lead by a Prime Minister who oversees the
General Assembly. Thus the structure looks a bit like this:

Prime Minister (Leader of the GA)


|
UN General Assembly
|
UN Chairperson (Chair of the UNAFC)
|
UN Armed Forces Committee (leadership body in charge of the UN Armed
Forces)

Though the general assembly is supposed to have control of the UN Armed Forces, due
to history, politics and other circumstances, it is often the opposite way around. This is
one of the prime motivations that the various Anti-UN groups have towards their
disagreement(s) with the UNG.

New Unity Government Charter


This is an unofficial suggested constitutional charter for the New Unity
Government. It is created by me, and isn’t canon in any manner. Use or modify to suit
your vision of the UN Government. This was done based on what is shown in the various
Macross anime combined with what I felt were logical rulings based on the background.
Furthermore, each colony or fleet may have different laws, such as the regulations on
cybernetics.
Anti-UN groups are not protected by the New Unity Charter, and are always
treated as war criminals or traitors.
Freedom of Speech, Religion, Assembly, Press and Petition
This is largely unchanged from the late 20th Century US Constitution, although
groups can, and often have been, be held accountable for their statements. The UN has
the right to censor or control the media during times of war.
Right to Bear Arms
Citizens may own handguns, rifles and shotguns with proper licenses, and all
firearm sales are recorded and monitored by the UN. Owning any automatic weapons or
other military-spec weapons, or legal firearms without proper license, is highly illegal
and carries fines and imprisonment.
Civilians may own mecha that are either designed as civilian models or have had
their weapons systems removed or disabled (including many Space War I veterans who
were allowed to keep their destroids). Re-enabling or installing weapon systems is also
highly illegal, punishable by incarceration and confiscation of the mecha in question.
Quartering of Troops
Citizens must quarter troops in times of need, however this does not come up very
often since most battles take place in space (on military vessels) or in remote areas on
colony worlds. With the use of many mobile large-scale vehicles, the need to quarter
troops in civilian homes for battles in populated areas is still almost unheard of. Most
citizens make no argument when the need does arise since the UN is most likely there to
protect them.
Search & Seizure
This is modified in that if the UN or local law enforcement believes the person or
premises to be affiliated with Anti-UN forces, this will suffice as “probable cause”.
Due Process, Double Jeopardy, Trial by Jury, etc.
All trials are overseen by a government or military tribunal unless it is of a minor
offense, in which a local court handles it. If a person is found innocent and later admits to
his guilt, or undeniable evidence is found proving his guilt, then the tribunal has the
power to revoke the former decision (essentially a reverse of a pardon) and bring
sentencing on the defendant.
There are no public lawyers or juries. The court appoints both a defense and
plaintiff councilor who keep things professional. In these courts there is no mudslinging
or “dirty pool” that ran rampant in the late 20th Century court systems. All testimony and
evidence is brought in and reviewed by the council of both sides (defense council is there
mostly to prevent an unscrupulous plaintiff councilor from taking advantage) and then the
tribunal delivers the verdict, and if necessary, the sentence.
Cases that involve potential treason or other capital offenses are held by a group
of five military officers of high rank, and have no councilors. In these cases, the
defendant is questioned by the officers while they review testimony and evidence, and
then deliver their judgment.
Due to these modifications of the legal system, law enforcement is not required to
state Miranda Rights. A suspect is under arrest until the court says they can go.
Furthermore, most accusations of police brutality or claims of excessive force are
typically dismissed unless the individual making complaint has obviously been beaten.
Cruel and Unusual Punishment
The UN does not prescribe to capital punishment, except in the issue of Anti-UN
terrorism and other war crimes. Those found guilty of terrorism, treason, war crimes or
the theft and/or sale of reaction weaponry are sentenced to execution by firing squad.
Most lesser crimes involve a period of incarceration rather than fines.
Incarceration is reminiscent of early to mid 20th Century prisons. Prisoners get
three basic meals per day, a 8x8’ cell with a basic bed and toilet, and can usually expect
some sort of productive labor. That means no TV, no Galaxy Network, no plush beds, no
five-star banquet meals, no luxuries of any type. Prison isn’t fun.
In some of the rougher colony worlds where UN influence isn’t as strong
(particularly with new colonies) extreme labor, beatings, public shaming and forced
“fasting” are fairly common punishments. On more than one occasion there has been
instances of a traitor being spaced from his ship, and some UN Navy fleets still practice
hanging traitors from the yardarm. Also, during times of war if someone is caught in the
act of treason or admits to treason, he may be shot on the spot (or after extensive
interrogation) without need for a trial.
Citizen Equality
All registered citizens (having a legal ID) are considered equal: men, women, and
any ethnic heritage including Zolans and Zentraedi. All citizens can own property, vote,
get legally issued licenses, work legally, and so forth. No ethnic group, race or gender
will receive additional assistance or benefits based solely on their gender, race or ethnic
group.
Civilian Responsibilities
Citizens under the UN have responsibilities that must be met. All civilians from
the ages of 16 to 25 are automatically registered for military draft unless they are last of a
family line or have medical conditions preventing service. The draft has not been used
yet, and many youths join the UN military voluntarily for the chance at adventure,
exploration and glory. Citizens are also required to turn in any information they acquire
that pertains to possible Anti-UN forces or personnel; failing to do so defaults them as
collaborators.
Macronization Prohibition
In 2030 a law was passed banning all macrons from being on Earth. While this
was specifically to help reduce the chances for macronized Zentraedi from rebelling, the
law was later re-worded to ban macrons of all races from Earth to make the law “racially
equal”. Macrons are allowed on all colonies, extra-Terrestrial bases and fleets. This is the
one of the only two points that is canon to the storyline.
Wartime Overrule
During times of war, the UN military overrides all local governments and may
declare a state of martial law to temporarily suspend all citizen rights.
Seal on Weapons of Mass Destruction
After Space War I, the UN enforced strict regulations on all weapons of mass
destruction. This limits the use of heavy particle beam cannons and reaction warheads
from being used without strict permission or orders from the top of the UN Government.
Furthermore, only the New Macross Carriers are built with a heavy particle beam cannon,
so that there are minimal such weapons in any given fleet. All refitted Zentraedi vessels
that incorporated a heavy particle beam cannon were allowed to keep them, however,
they were mostly deployed as part of the EDF that protects Earth or with the now-lost
Megaroad 01 fleet. Each colony fleet is allowed a limited supply of reaction warheads.
Biological weapons are strictly forbidden. This is the second point that is canon to the
storyline. This seal may be waived under the “exceptional circumstances” clause, which
allows a colony fleet to use reaction weapons if faced with a threat that is guaranteed to
destroy the entire fleet.

UN Spacy Facilities
North American Sector

The main UN Spacy HQ is located in the SDF-1 in Macross City, east of the
Grand Cannon I in Alaska. Just outside of Macross City is the main UN Armed Forces
Academy. While this is the largest training facility, it certainly is not the only one. Most
colonies have a training center, and almost all fleets have a Beginhill training ship. This
branch supervises the entire North and Central American continent and surrounding
islands, and serves as the main HQ of all UN facilities and fleets throughout the galaxy.

South American Sector


In South America near the New Mirimar Airbase is the Eagle Nest Aerial Tactics
Center, which produces many ace pilots each year. Also located in Brazil is the Grand
Cannon V. This branch supervises the South American continent up to the former region
of Panama.

European Sector
This sector supervises the European and Slavic territories.

Asian Sector
The UN has a Far East Command Center located in the rebuilt city of Yokohama,
Japan. This branch supervises Japan, China, India, Russia and surrounding areas.
African Sector
The Grand Cannon III is located in Victoria, Africa. This branch supervises all of
Africa and eastern Mediterranean area.

Australian Sector
The ruins of the Grand Cannon II are located in Australia. This branch supervises
Australia and the surrounding islands/ocean.

Lunar Sector
On the moon there is the ruins of the Grand Cannon IV and the Apollo Base as
well as the rebuilt Protoculture automated satellite. The Apollo Base and the factory
satellite produce the bulk of the UN military’s ships and mecha. It is from here that the
bulk of the UN military gets its mecha and capital ships.
The plans for the VF-X-3 as well as chief Valkyrie designer Chris J. Takatoku
were lost when the Grand Cannon was destroyed in Boddole Zer’s attack.

Eden Colony
The planet Eden is host to the New Edwards Test Flight Center, where all new
variable fighters models are tested out.

Neo York Colony


This colony supports a UN re-supply base.

Susia Colony
There is a UN weapons research facility on this colony planet.

Military Strength of the UN


2008 (Operation Iconoclasm)

 Super dimension fortress (1)


o Macross class
 SDF-1 Macross (90% completed)
 SDF-2 (Under construction)
 Space carrier (2)
o ARMD class
 ARMD-01 ARMD I
Complement
 Lockhee SF-3A Lancer II (78)
 Northrom QF-3000E Ghost (270)
 ARMD-02 ARMD II
 ARMD-03 Enterprise (Under construction)
 ARMD-04 (Under construction)
 ARMD-05 Akagi (Under construction)
 ARMD-06 (Under construction)
 ARMD-07 Ranger (Under construction)
 ARMD-08 (Under construction)
 Space destroyer
o Oberth class [Tsiolkovsky (third in class) destroyed in 2005 September]
 Oberth
 Goddard
 Miranda
 Akishima
 Asuka-II Class Carrier
o VF-0 Phoenix (24)
o QF-220D (20)
o MBR-00-Mk I Cheyenne (12)
o HWR-00-Mk I Monster (1)

2009 February 7 (SDF-1 Macross's Space Launch Ceremony)

 Super dimension fortress (2)


o Macross class
 SDF-1 Macross
Complement
 QF-3000E Ghost (120)
 VF-1 Valkyrie (212)
 Destroid (587)
 HWR-00-Mk II Monster (2)
 SDF-2 (Under construction)
 Space carrier (2)
o ARMD class
 ARMD-01 ARMD I (Destroyed in first battle of Space War I)
Complement
 Lockhee SF-3A Lancer II (78)
 Northrom QF-3000E Ghost (270)
 ARMD-02 ARMD II (Destroyed in first battle of Space War I)
 ARMD-03 Enterprise (Under construction)
 ARMD-04 (Under construction)
 ARMD-05 Akagi (Under construction)
 ARMD-06 (Under construction)
 ARMD-07 Ranger (Under construction)
 ARMD-08 (Under construction)
 Space destroyer
o Oberth class [Tsiolkovsky (third in class) destroyed in 2005 September]
 Oberth
 Goddard
 Miranda (Destroyed in first battle of Space War I)
 Akishima (Destroyed in first battle of Space War I)
2010 February 11 (Battle with Boddole Zer's Main Fleet)

 Super dimension fortress (2)


o Macross class
 SDF-1 Macross
Complement
 VF-1 Super Valkyrie (300+)
 SDF-2 (70% constructed)
 Space carrier (6)
o ARMD class
 ARMD-03 Enterprise
 ARMD-04
 ARMD-05 Akagi
 ARMD-06
 ARMD-07 Ranger
 ARMD-08
 Space destroyer (125)
o Oberth class
 Oberth
 Goddard

2010 April (Establishment of New United Nations)

 Super dimension fortress (2)


o Macross class
 SDF-1 Macross
 SDF-2 (70% constructed)
 Zentraedi capital ships (100)

2040 March (30th anniversary armistice celebration on earth)

 Super dimension fortress (1)


o Macross class
 SDF-1 Macross (rebuilt as UN headquarters)
 Earth Defense Force
o UN capital ships (approximately 3000)
 New Macross Class Battle Carrier (10)
 Ark Royal Class Escort Battle Carrier (50)
 Haruna Class Stealth Cruiser (400)
 Clemenceau Class Stealth Carrier (200)
 Northampton Class Stealth Frigate (1600)
 Neo Nupetiet Vergnitzs-bis Class Battleship (5)
 Queadol-Magdomilla Command Ship (8)
 Quitra Queleual Landing Ship (14)
 Thuverl Salan Destroyer (27)
 Salan Scout Class Cruiser (39)
o Automated attack satellites (approximately 3000)
 Lunar Defense Force
o Zentraedi Fully-Automatic Weapons Factory

2051 Early Spring (unofficial estimate)

 Earth Defense Force


o UN capital ships (approximately 3500)
 New Macross Class Battle Carrier (15)
 Ark Royal Class Escort Battle Carrier (60)
 Haruna Class Stealth Cruiser (450)
 Clemenceau Class Stealth Carrier (300)
 Northampton Class Stealth Frigate (2200)
 Neo Nupetiet Vergnitzs-bis Class Battleship (4)
 Queadol-Magdomilla Command Ship (6)
 Quitra Queleual Landing Ship (12)
 Thuverl Salan Destroyer (21)
 Salan Scout Class Cruiser (34)
o Automated attack satellites (approximately 4500)
 Lunar Defense Force
o Zentraedi Fully-Automatic Weapons Factory

Chapter 2 – Ranks and Divisions of the UN


The New Unity Government military is broken down into several branches, not
unlike the modern United States military. There are branches of the army, navy, airforce
and marines, and space variants of each. There are also a couple specialized branches that
work alongside the other branches, yet are independent from the main branches. Quite
often people will refer to the combined UN military as UN Spacy, although this name
technically applies only to the UN Space Navy.
UN Spacy – The UN Spacy, officially known as the UN Space Navy, is the most
famous division of the UN military as well as the largest. The primary duty of the UN
Spacy division is the defense of UN controlled space, UN allied colonies and colonial
fleets. UN Spacy refers to the fleets of capital ships, although sometimes includes the
mecha attached to those ships. Also referred to as NUNS (New United Nations Spacy).
UN Space Air Force – This is the 2nd largest division of the UN military,
consisting of variable fighters attached to UN Spacy fleet vessels. More often than not,
variable fighter units are still referred to as UN Spacy rather than UN Space Air Force
due to being stationed on UN Spacy fleet vessels, although no one takes offense to this
practice.
UN Navy – The UN Navy still sails the seas of earth and oceans of colony worlds.
The UN Navy is much smaller than most other divisions since the UN prefers to focus on
defending a planet well before enemy forces reach planetside, and thus the UN Navy is
mostly a last line of defense against invaders and serves to keep the peace on the seas.
UN Airforce – This division is charged with the protection of UN colony airspace,
also consisting of primarily variable fighters with a descent percent of traditional fighter
aircraft. Some UN Airforce units are attached to a UN Navy unit.
UN Space Marines – The Marines are even more specialized than they have been
throughout earth history, being the ground forces attached to UN Spacy and UN Navy.
They are usually the first ground forces sent in to secure a beachhead. Also included in
the space marines are special forces groups similar to the old green berets and army
rangers.
UN Army – The UN Army is the ground forces of the UN military. The UN
Army is probably the largest branch of the UN Armed Forces as far as numbers of
personnel go, but they are also one of the most overlooked when new UN personnel enter
into service, most wanting to become variable fighter pilots, starship crew or marines.
SSS – The Space Special Services have most of the same duties and function as
the old British SAS. They are elite forces that undertake secret missions, typically
piloting a VF-22 Sturmvogel. The SSS also serves as internal affairs to ferret out spies
and traitors.
Galaxy Patrol – This is a subdivision of the UN Spacy and UN Space Airforce.
They defend UN trade routes, perform rescue operations for colonies, and put down anti-
UN insurrections and stop rogue Zentran/Meltran vessels. The Galaxy Patrol also has a
subgroup of police who ward off poachers near Zola (see Sourcebook 3 – The Galaxy for
more info).
Earth Defense Force – The EDF is a special group that combines units from UN
Spacy, Space Airforce, Airforce, Marines and Navy. Their sole purpose is to defend the
earth from invading fleets, and usually do not extend past the lunar orbit. The EDF has
approximately 3000 ships and over 3000 automatic attack satellites in orbit around earth
for this purpose (circa 2040). The EDF also provides protection over the moon and
automated factory satellite in orbit.
Diplomatic Corps – The diplomatic corps covers the actual diplomatic
ambassadors as well as groups dedicated to providing relief to colonies in need. The
diplomatic corps also provide arbitration to UN colonies and their allies.
Outer Space Special Science Force [OSSSF] – This is another amalgam group
that works within the UN government, created to explore and classify cosmic
phenomenon. The OSSSF is a group of mixed military specialists, field scientists and
engineering officers. Their purpose is to find, assess, and if needed, destroy Protoculture
relics and ruins (after 2047). This is to help prevent the release of other dangerous
weapons such as the Protodeviln.
Macross Consortium – This is a group of civilian contractors and science officers
that continue to develop new technologies for use by the UN military and government
branches. It was a member of this group who developed Sharon Apple’s AI programming
as well as the X-9 Ghost drone.

Enrollment

There are smaller divisions of macronized Zentran/Meltran forces in the UN


Spacy, Space Airforce, Space Marines and Army, although none of them serve on earth
because of the ruling in 2030 banning macrons from living on earth.
Individuals wishing to join the UN military may enlist as young as the age of 15,
with basic training taking 1 year. Anyone wishing to serve on the bridge of a ship or
become an officer must take an additional year of training. Thus, the typical minimum
starting ages are 18 for officers and 17 for pilots and infantry. Characters can choose to
continue training up to the age of 19, but are expected and required to start serving in the
field by this time. Those who do stay in military school longer gain additional skill levels
to distribute between the skills provided in basic training or bridge officer training for
each additional year of training (see Chapter 4 – Templates for skill information).
Non-commissioned officers and enlisted men serve for an initial tour of two
years, and may extend their service for further tours of one year each. Members of the
UN military do not necessarily have to opt for the same duty each time, and may be
reassigned to other divisions or units if they have the skills, and there is always the option
for additional training. Officers are typically career military. Thus a VF pilot might start
his career attached to a Northampton in the UN Spacy then later serve on a South Pacific
aircraft carrier in the UN Navy.
As mentioned in the base book, enlisted personnel are paid 200 credits per month
for each level of their Rank and officers get 300 credits per month per Rank. Personnel
that can function as another template (having 2 or more levels in at least 4 of the skills)
gain 25% to 50% extra pay if they perform the duties of the other template at least 20
hours per month.
In addition to being addressed by their rank, UN personnel are listed in records
according to a code equivalence of their rank. Personnel are listed “O” for officers and
“E” for enlisted, and then the number according to their rank perk. Thus a UN Spacy
colonel is listed as O6 and a UN Air Force corporal would be E3. Personnel use the
enlisted ranks unless they complete the bridge officer training.

Enlisted Officer
Rank 0 – Buck Private Rank 1 – 2nd Lieutenant
Rank 1 – Private Rank 2 – 1st Lieutenant
st
Rank 2 – Private 1 Class Rank 3 – Captain
Rank 3 – Corporal Rank 4 – Major
Rank 4 – Sergeant Rank 5 – Lieutenant Colonel
Rank 5 – Staff Sergeant Rank 6 – Colonel
Rank 6 – Sergeant 1st Class Rank 7 – Brigadier General
Rank 7 – Master Sergeant Rank 8 – Major General
Rank 8 – Sergeant Major Rank 9 – Lieutenant General
Rank 9 – Master Sergeant Major Rank 10 – General
Rank 10 – Master Sergeant Major of the Army
1) Enlisted personnel should not exceed Sergeant 1st Class, while officers should not
exceed Major (PCs only).
2) There can be multiple Corporals or even Sergeants in a squadron, but there can
never be more than one Sergeant Major or officer. There is only one Master
Sergeant Major of the Army, and you aren’t him.
3) The squad leader may be up to one rank below the highest ranking member if he
has more combat experience.
4) Specially assigned personnel must bow to the team leader even if they are of
higher rank than the leader.
5) Ranks over Sergeant 1st Class and Major typically mean an administrative
position at a military base or outpost.

Rank Insignia
Below shows the insignia for various ranks.
UN Military Uniform Code of Conduct
1) All personnel shall be deemed equal in all matters regardless of social status, race,
sex, age, previous non-UN military experience, religion, nationality, physical or
mental debilities, previous occupation and sexual preference.
2) All personnel shall act in a manner conductive to the UN military behavioral
guidelines. In unspecified cases, personnel shall act in a manner that is most likely
to fit within galactic morality.
3) Regardless if personnel successfully completes training, no information
concerning any of the practices, procedures or any other constituents of the UN
training program are to be divulged unless proper clearance of recipient is known
and verifiable.
4) All personnel shall serve the UN loyally and disregard any previous loyalties such
as nationality, race or religion. While the UN recognizes the importance of those
factors have in establishing present and previous bonds, they must remain
secondary to the cause of the UN Government.
5) All personnel shall be held to an internal honor system whereby they are to report
any other personnel who has, in any way, degraded the code of ethics set down by
the UN.
6) All personnel, once completing training, agree to serve in any capacity assigned
by the UN for a period of not more than four years. Future reenlistment status
shall fall under the standard UN rules and regulations.

Military Etiquette
As with a great deal of the UN military tradition, military etiquette is very similar
to that used by many countries before Space War I.

How to Salute
The right hand is brought up from the side of the body fully out and then up until
the tip of the forefinger touches the lower part of the head-dress(hat) if worn or slightly to
the right of the right eye, with the hand flat and facing downwards. Ensure that the head
is turned towards the person being saluted. To finish the salute, the hand and arm are
dropped straight down to the side of the body, and not out and then down as if in reverse
of the initial part of the salute. If appropriate you should address person being saluted
with "Good Morning/afternoon/evening Sir or Ma'am". In the UN Navy and Space Navy,
officers below the rank of commander are usually addressed as "Mister" or "Miss"
depending on the situation. Officers at or above the rank of commander are addressed by
their rank i.e.. "Good morning Commander Ichijyo" or "Good afternoon General
Hayase". It is perfectly acceptable to simply refer to the person being salute as "Sir",
especially if unsure of their name. The salute is not dropped until it has been returned or
the person is out of range/sight.

When to Salute
Salutes should be given 6 to 30 paces away from the recipient of the salute. If
running, slow down to a walk prior to saluting. Always face the person that you are
saluting. If you are engaging in a conversation with a person that you should salute, then
remember to start and finish the conversation with a salute.
When boarding a ship it is customary to salute the Officer on Deck, and say
"Request permission to come aboard Sir" to the Officer on Deck. Traditionally on UN
Navy ships you would then come aboard the ship and turn towards the stern to salute the
Ensign,(flag.) On many UN Navy ships there is no actual Ensign flag there but the
tradition still remains. The tradition of saluting the Ensign is not done on UN Spacy
ships. The Ensign is not in fact the symbol of the UN kite, but the emblem of the UN
Government. When leaving the ship you would also salute the Ensign (if on a UN Navy
vessel) and salute the Officer on Deck, and "Request permission to go ashore Sir".
At any point that the flag on a base or ship is lowered (reveille or last post) then you
would turn to face the flag and salute it. On ground side bases this normally happens at
Sunrise and Sunset.
During a Military Funeral in Uniform, you will salute during the following:
The casket being moved
When the casket is being lowered into the grave
During the firing of the volley
When 'Last post' is being sounded (Single bugle)
Navy and Spacy personnel commonly have different areas that constitute
‘indoors’ and ‘outdoors’ so personnel are only required to salute when off ship, entering
or leaving the ship, or ‘on deck’. On any other area of the ship they are required to come
to attention.
If seated, come to a standing Attention position and salute. Do not do it again
until instructed to do so.
Saluting indoors is not usually done, unless of course you are reporting for duty to
an officer whilst indoors, or the indoor area is being used as though it were an outdoor
area, (award ceremonies, parade drills, exercise, etc.)

When NOT to Salute


If out of uniform, or without head-dress(hat) when normally attired with one, you
do not salute. Instead, if you are in civilian clothing you come to attention and face the
person, addressing them, "Good Morning/afternoon/evening Sir/Colonel". If in civilian
clothing and you are saluted, you do not return the salute you refer to the person as in the
above example.
If you are indoors you do not salute senior officers, instead you come to attention
and face them. Onboard UN Navy and UN Spacy vessels however all areas bar the top
deck are considered to be ‘indoors’. Onboard ships the exceptions are if an area is being
used as an outdoor area/deck.
If in parade formation or work details then the most senior person present salutes
the officer. If you are not the most senior person come to attention but do not salute.

Pilots’ Salute
If a pilot wishes to give a salute there are two ways that he can do this. One is
whilst he is still on the ground and constitutes the standard salute. The other is what is
commonly known as the wing salute. This salute is where the pilot in flight salutes with
the wings of the plane, first letting the right wing dip, then the left wing, and then the
right again. This is normally used as a way of signaling to someone on the ground that
they have been spotted, (Search and Rescue,) or that their message has been received, or
as a sign of respect.

Who/Who not to Salute


Only one particular group of people in the military receive a salute: Officers. If
you are an NCO you are required to salute any and all officers in an outdoor
environment. And come to attention in an indoor environment. If you are an officer, you
are only required to salute officers senior to you. The modern tradition of saluting comes
from the British Royal Navy, which was a mark of respect, and it was not the person that
you were saluting but the King or Queen, as the officer held their position at the behest of
the King or Queen. The hand down facing version of the salute is originated as the
regular salute in Britain was to have the palm facing towards the person you are saluting,
however as the sailors hands were often dirty it was seen as disrespectful to present a
filthy hand to someone so the salute developed into the palm facing downwards. The
original origins of saluting date back to Knights in Armour lifting their armored visors so
that the person facing them could see both their face, and that they were not carrying a
weapon.

On Board Ship
On board a ship, be it UN Navy or UN Spacy, the ship has different rules
depending on where you are. Located below are some examples of the areas of the ship,
and the specific rules that apply to them.
Bridge
The Bridge of a ship is considered to indoors, and thus saluting is not required,
except of course when reporting for duty. Regardless of the Ships Captains rank, they are
always referred to as Captain on the Bridge, even if of a rank lower or higher than
Captain.
Flight Deck/Hanger Bay
The Flight Decks and Hanger bays are considered to be out of doors, and thus
saluting is normal, especially as it is quite common for hanger bays and flight decks to be
used for drill practice or as exercise yards by personnel.
Mess Halls
Mess halls, and especially the Officers Wardroom, are not saluting areas, yet
personnel are required to attend in uniform, unless given specific permission in advance
that they are excused from wearing uniform. Headwear is to be removed before entering
the wardroom also.
Squadron Ready Rooms
The homes and hiding places of most pilots when they aren't sleeping or flying,
the Squadron ready rooms are busy places with briefings and debriefings taking place
regularly, and the Squadron Officer making a note of which Squadrons, and aircraft are in
the air, on the deck, or in for repairs. The ready rooms are considered to be indoors and
saluting is not done here.
Living/Sleeping Quarters
Where its NCO or Officers Country the Sleeping quarters are an area that is
considered to be more relaxed than the rest of the ship, as all personnel are supposed to
feel comfortable here. Saluting is not expected, in fact even if it were so NCO's are not
permitted into Officer country, and Officers are not expected into NCO country, unless
either has official business.

VF Squadron Structure
Each squadron has four teams, with each team consisting of a team leader and two
wingmen. Each pair of teams is grouped into a squadron lead by an ace pilot. A flight
leader commands two squadrons, for a total of 15 VFs per squadron. Update the
following chart with the appropriate variable fighters of the current campaign time.
Standard reconnaissance and patrols are a single wing.

 Flight Leader (1)


o Squadron Commander (2)
 Wing Leaders (4)
 Wingmen (8)

Flight Squadron Wing


Tactical
Leader Commander Leader
Fighter
--- VF-1A
--- VF-1J --|
| --- VF-1A
--- VF-1J --|
| | --- VF-1A
| --- VF-1J --|
| --- VF-1A
VF-1S --|
| --- VF-1A
| --- VF-1J --|
| | --- VF-1A
--- VF-1J --|
| --- VF-1A
--- VF-1J --|
--- VF-1A

Elite units typically only have 3 members, the commander in a command variant
and two wingmen in standard variants. One good example is the Macross 7 fleet’s
Emerald Force, containing two VF-19F and the commander’s VF-19S. The VF-22 is
almost always used solo for special operations and surgical strikes.

VF Squadron Designations
Each squadron has an insignia call name, although they also have an official
designation according to their UN Division affiliation as follows. For example, the SVF-
03 squadron might be commonly known as the Blue Liquor squadron.
UN Spacy UN Navy UNSM UNAF/UNSAF
Fighter SVF VF VMF TFW
Attack SVA VA VMA TAW
Fighter/Attack SVFA VFA VMFA TFAW
AWAC SVAW VAW VMAW TWAW
Electronic Warfare SVAQ VAQ VMAQ TAQ
Recon SVQ VQ VMQ TQ
SVT VT VMT TW
Infantry Structure
Infantry units, called platoons, consist of 30 troops broken down into 6 fire teams
of 4 personnel and a command unit of 6 personnel. Structure like this can be used for any
ground-based unit whether they are UN Space Marines or UN Army soldiers. If the
infantry is expecting to combat mecha, the marines in each fire team will be armed with
one or two anti-mecha rocket launchers. The typical command section consists of a
platoon commanding officer and his assistant, a communications trooper, a medic and a
heavy weapons trooper carrying a heavy machinegun. Below is the standard breakdown
and typical ranks of a UN platoon. Typically fire teams will work in pairs, backing each
other up.
Command: 2nd Lieutenant (C.O.), Staff Sergeant or Sergeant Major (2nd in
command), Corporal (signaler/communications), Corporal (medic), Sergeant (heavy
gunner)
Fire Team Alpha: Sergeant, 3x Privates or Marines
Fire Team Bravo: Lance Corporal, 3x Privates or Marines
Fire Team Charlie: Corporal, 3x Privates or Marines
Fire Team Delta: Lance Corporal, 3x Privates or Marines
Fire Team Echo: Corporal, 3x Privates or Marines
Fire Team Foxtrot: Lance Corporal, 3x Privates or Marines

Destroid Unit Structure


Although the UN military does not use the antiquated destroid series any longer,
this unit structure is included for completeness for those who are running a campaign
during Space War I. Each basic attack battalion consists of 15 MBR-04 Tomahawk
destroids, primarily stationed on the Daedelus Carrier. The battalion consists of four
platoons, with each platoon consisting of two platoon members lead by a platoon leader.
Each pair of platoons are grouped into a battery, lead by a battery leader. Both batteries
are then commanded by the battalion leader.

With supplemental information, it appears the destroids still see use with the UN
Army and some divisions of the UN Space Marines.
 Battalion Leader (1)
o Battery Leader (2)
 Platoon Leader (4)
 Platoon Members (8)

Battalion Battery Platoon


Platoon
Leader Commander Leader
Member
--- MBR-04
--- MBR-04 --|
| --- MBR-04
--- MBR-04 --|
| | --- MBR-04
| --- MBR-04 --|
| --- MBR-04
MBR-04 --|
| --- MBR-04
| --- MBR-04 --|
| | --- MBR-04
--- MBR-04 --|
| --- MBR-04
--- MBR-04 --|
--- MBR-04

The Daedelus also had battalions of MBR-07 Spartans and ADR-04 Defenders for
when heavy close combat or anti-air combat is expected. There were approximately one
of each of these for every five Tomahawk battalions.
The HWR-00 Monster is only assigned as backup if extremely heavy combat is
expected since there were only a half-dozen built. Also, the SDR-04 Phalanx is only
assigned as needed for additional firepower, and only on the SDF-1. Optionally, a
battalion can be outfitted with MBR-08 Masamune or MBR-07 Dehawk units.

N.U.N.S.

Chapter 3 – Character Information


All members of UN Spacy receive 1 year of basic military training regardless of
what their specialty or field will be. This is represented in Fusion as “everyman” skills, or
in this case “basic training” skills. All basic training skills start at level 2.
All members of the UN military automatically have 1 free level in the
Membership and Rank perks to represent their standing within the military. Veterans (see
below) gain an additional level of the Rank perk for every 5 years of service; they may
forgo this bonus by instead taking a level of a disadvantage at minimum level to represent
why they haven’t been promoted.

Accelerated Training: During times of war, UN Spacy must train more troops
faster. Accelerated training only grants 1 rank in each of the basic training skills instead
of 2 ranks in each, but only takes 2 months. For every two months of training trimmed off
of their MOS, the character receives 10 fewer OP for skills.

Veterans: With the GM’s permission, characters can play experienced members
of the UN, to represent having served in multiple tours of duty. For every 5 years of
active duty, the character gains +25 OP for skills, +10 OP for perks related to their field
and increases the starting skill limit by 2 ranks. However, every 5 years requires a roll on
the war duty chart.

Ace Pilot: Many may be called ace pilots, and all natural Meltrandi are ace pilots
by virtue of their role and training, but to actually be qualified as an ace pilot requires
more than just the desire and ego to call yourself such. To qualify for the ace pilot Perk,
you must meet the following:
Kill Score: you must have shot down 10 enemies in single combat
Skill: you must have performed a Pilot or Dodge roll at TN 25 or better in real
combat conditions

Zentraedi: Zentran and Meltran are welcome in the UN military, both microns
and macrons. Macronized Zentraedi usually serve in the UN army or space marines, or as
a destroid pilot using upgraded power armor. Micronized Zentraedi will serve in any
capacity as humans. By the later era, the macronization/micronization process is refined
to the point that Zentraedi can alter their size in a matter of minutes and can withstand
multiple changes per month.

Basic Training Skills


Automatic Weapon
Hand to Hand
Rifle or Handgun
Military Etiquette
Athletics
Dodge & Evade

Furthermore, all UN Spacy members who are to be bridge officers or science


officers must go through additional training for a year to get the basic skills needed to
function in their duties. All officer skills start at level 2, much like the basic training
skills. It is interesting to note that in all of the Macross anime and video games, the entire
bridge crew, except usually the captain, are all female. While this is a noticeable trend,
women suffer no particular stigma for being a combatant, nor do men suffer for being
bridge officers (outside perhaps some good natured ribbing from fellow personnel),
personal traits not withstanding.
All characters are enlisted personnel unless they complete this bridge officer
training, in which they then use the officer rank table.

Officer Skills
Authority
Wardrobe & Style
Personal Grooming
Tactics
Computer Operation
Radio Communications

After the cadet’s period of basic training or further training as an officer, they
must choose their MOS, or occupation within UN Spacy. Each occupation template
provides the skills that are taught by that field. The player is not required to put skill
levels in all of the skills listed, but is recommended to do so. The player has 40 skill
levels to distribute amongst these skills or ones taught in basic training and/or bridge
officer training (if available). The templates, and length of training are involved, are as
follows:

VF Pilot

Rank: Requirements: Basic training, 2 years Branch: Air Force, Space


Enlisted training Air Force
The VF pilot is one of the most glorious occupations within the UN military. These pilots
make up the bulk of the UN Air Force and Space Air Force personnel.
Skills: Mecha Pilot: VF, Mecha Weaponry, Mecha Combat, Pilot or Drive (choice),
Computer Operation, Dodge & Evade, Radio Communication

Destroid Pilot

Rank: Requirements: Basic training, 1 year Branch: Army, Space


Enlisted training Marines
Although the UN military no longer uses destroids, these pilots served a primary role
during Space War I as heavy infantry and internal defense onboard the Macross. After
Space War I, many destroid pilots served as auxiliary military police to help curb
macronized Zentraedi riots.
Skills: Mecha Pilot: Destroid, Mecha Weaponry, Mecha Combat, Pilot or Drive (choice),
Computer Operation, Dodge & Evade, Radio Communication

Radar Intercept Officer

Rank: Officer Requirements: Basic training, 1 Branch: Air Force, Space


(NCO) year training Air Force
The RIO is the guy who sits in the second seat in dual-seat variable fighters and
destroids. They provide assistance to the pilot by operating communications,
ECM/ECCM, stealth and sometimes PPB systems.
Skills: Electronic Warfare, Computer Operation, Radio Communication, Systems
Operation, Reflector Systems, Awareness/Notice, Tactics

Infantry

Rank: Requirements: Basic training, 2 months Branch: Army, Space


Enlisted training Marines
The infantry does not receive near as much popularity as the mecha pilots, but the ground
forces have the largest number of personnel compared to other branches (high percentage
of micronized Zentran). They are trained in most weapons and survival skills.
Skills: Survival, Awareness/Notice, Hand to Hand, Melee, Automatic Weapons or Rifle
& Shotgun, Athletics, Body Building

Aircraft Pilot

Rank: Enlisted Requirements: Basic training, 1 year training Branch: Air Force
These are the pilots who fly conventional (non-transformable) aircraft, either for air
defense with the UN Airforce or transport units. Traditional aircraft still see a good
amount of use on colony planets, and many branches of the UN Army or Space Marines
still use transport helicopters to move troops and supplies.
Skills: Pilot: Fixed Wing, Pilot: Gyro & Helicopter, Pilot: Vectored Thrust, Radio
Communication, Navigation, Weapon Systems, Computer Operation

Mechanized Ground Forces

Rank: Requirements: Basic training, 6 months Branch: Army, Space


Enlisted training Marines
These individuals are trained to control ground vehicles such as APCs and tanks. They
provide fire support and logistics trains for other forces and mobile infantry.
Skills: Driving, Heavy Machinery, Navigation, Weapon Systems, Computer Operation,
Basic Tech, Heavy Weapons

Engineering Corps

Rank: Enlisted Requirements: Basic training, 3 years training Branch: All


These personnel are responsible for keeping the UN mecha and ships running smoothly
as well as developing new technology to advance the UN’s capabilities. While these
people do not get a lot of glory, they silently know that the pilots wouldn’t either if they
weren’t there to constantly fix their mecha.
Skills: Jury Rig, Awareness/Notice, Mecha Tech, Aero Tech, Auto Tech, Mecha Design,
Computer Operation

Communications Officer

Rank: Officer Requirements: Officer training, 2 years training Branch: All


Communications officers have a dual responsibility of maintaining long-range
communications outside of the fleet and keeping the communications network within the
ship and mecha compliment running as well as operating ECM/ECCM systems.
Skills: Oratory, Radio Communication, Satellite Communication, Radio Scramblers,
Cryptography, Electronic Warfare, Language

Navigation Officer

Rank: Requirements: Officer training, 2 years Branch: Navy, Space


Officer training Navy
The navigation officer is effectively the pilot of a capital ship, making sure the vessel
stays on course and maintains proper speed and distance to allow use of the Milky
Highway for civilians to travel safely between colony ships. Navigation officers also
serve with the fleets of the UN Navy forces.
Skills: Astro-Navigation, Astronomy, Mathematics, Computer Operation, Starship
Operation, Navigation, Awareness/Notice

Operations Officer

Rank: Requirements: Officer training, 2 years Branch: Navy, Space


Officer training Navy
These personnel are often referred to as Level 1 Operators. They serve many different
functions on a ship, ranging from pinpoint barrier operation to weaponry operation.
Those who train in reflector systems are often nicknamed PPBG (pin point barrier gals).
Skills: Basic Tech, Computer Operation, Mathematics, Ship Weaponry or Reflector
Systems, Concentration, Awareness/Notice, Tactics

Ship/Base Administrator

Rank: Requirements: Officer training, 1 year Branch: Navy, Space


Officer training Navy
These personnel are responsible for collecting reports from the various sections of a ship
and relaying them to the appropriate bridge officer or department, much like the yeomen
of the old navy. While this may seem like a glorified bridge secretary, it is an important
position to maintain smooth operation of a ship. Administrators also have the
responsibility of maintaining civil order onboard a colony ship. A variant of this is the
Base Administrator, who does the same duty, but serves on a permanent or semi-
permanent base of operations.
Skills: Computer Operation, Oratory, Authority, Human Perception, System Knowledge,
Persuasion, Bureaucratic

Command Officer

Rank: Officer Requirements: Officer training, 4 years training Branch: All


Command officers include permanent leaders rather than simply a squadron or platoon
leader. These individuals are most likely a ship captain or UN command branch, and
recommended as NPCs. Command officers should have at least Membership and Rank 4
or higher.
Skills: Authority, Leadership, Tactics, Oratory, Social, Interrogation, Awareness/Notice

Military Specialist

Rank: Officer or Requirements: Officer training optional, Branch: SSS, Space


Enlisted 2 years training Marines
The military specialist is a highly trained infantry personnel that specializes in
reconnaissance, black ops, or function as internal affairs within the UN.
Skills: Hand to Hand, Automatic Weapons or Rifle & Shotgun, Interrogation, Survival,
Intelligence Gathering, Stealth, Resist Torture/Drugs

Field Scientist

Rank: Officer or Requirements: Officer training optional, 4 Branch:


Enlisted years training All
A field scientist is trained for intelligence gathering and study in the field, either to help
understand the enemy or to help explore a potential colony planet. The field scientist is
not a specialist in any particular field of science, preferring to draw competent knowledge
from most fields for their work.
Skills: Mathematics, Research, Awareness/Notice, Basic Tech, choose 3 [INT] or
[TECH] skills related to field of expertise

Medical Officer/Doctor

Rank: Officer Requirements: Officer training, 4 years training Branch: All


This group includes all medical personnel from surgeons down to nurses. Much like the
mechanical engineer, this role doesn’t see much fame but is critical to all branches of the
UN military. This job includes those who serve in a facility on a base or capital ship as
well as field medics.
Skills: Med Tech, Awareness/Notice, Diagnose, Research, Paramedic, Zoology,
Pathology

Military Police

Rank: Officer Requirements: Officer training, 2 years training Branch: All


The MP are a special branch of officers who act as a combination of internal security and
law enforcement within the UN. They chase down deserters, break up brawls in bars and
officers lounges, and provide internal security on UN bases and capital ships.
Skills: Authority, Automatic Weapons, Human Perception, Hand to Hand, Melee,
Interrogation, Dodge & Evade

UN Peace Corps
Rank: Enlisted Requirements: Basic training, 2 years training Branch: Special
The peace corps provide two important services to the New Unity Government. First,
they head the diplomatic corps, handling all military negotiations. Second, they work
together with the medical and engineering departments to provide relief to colonies in
distress of natural disaster or post-war.
Skills: First Aid, Survival, Jury Rig, Human Perception, Military Etiquette, Interview,
Awareness/Notice

Ghost Drone Controller

Rank: Requirements: Officer training, 1 year Branch: Air Force, Space


Officer training Air Force
The Ghost drone controller functions as a cross between a fighter pilot and a RIO. They
control drone fighters when they are not functioning on their own. As such, they must
have a grasp of piloting as well as computer systems.
Skills: Mecha Pilot: VF Series or Pilot: Fixed Wing, Computer Operation, Radio
Communications, Weapons Systems, Awareness/Notice, Electronic Warfare, Satellite
Communications

Jammingbird Specialist

Rank: Enlisted or Civilian Requirements: Basic training Branch: Space Air Force
This is a specialized group within the UN Spacy special forces. They are singers trained
to perform under duress of combat for the purpose of culture shock and spiritia warfare.
Only one such unit has been made, and met with mixed results.
Skills: Expert: Spiritia, Sing, Play Instrument, Concentration, Military Etiquette, Personal
Grooming, choice of 2 spiritia skills

Heroic and Suicidal Test Pilot

Rank: Requirements: Basic training, 2 years Branch: Air Force, Space


Enlisted training Air Force
This differs from the typical VF pilot in the fact that they are expected to have some
mechanical skills (even if they don’t) for helping to fine-tune the variable fighter they are
helping design. Thus, they have less focus on combat skills.
Skills: Mecha Pilot: VF, Jury Rig, Mecha Tech, Pilot: Fixed Wing or Shuttlecraft,
Awareness/Notice, Survival, First Aid

War Duty
War is hell; usually. Sometimes you get lucky and get a nice quiet detail, and
other times you are thrown into the worst of it. For every five years of additional military
service, you get to roll once on the following chart and pray for the best.

1d10 What happened?


1 Short-term affair.
2 Long-term affair.
3 Make a friend.
4-5 Make an enemy.
6-7 Windfall.
8-9 Accident.
10 War.

Short-Term Affair
1d10 How did it go?
1-2 Couldn’t care less. You haven’t met since “that night”.
3-4 They didn’t take the break-up well. Make an enemy.
5-6 They were fine with a one night stand. Make a friend.
7-8 They were killed in an accident.
9-10 They were murdered, and it’s your fault.

Make a Friend
1d10 Your friend is
1-2 ..a superior in your occupation.
3-4 ..a subordinate in your occupation.
5-6 ..a rival in your occupation.
7-8 ..someone you just met.
9-10 ..an old friend you lost track of before.

Make an Enemy
1d10 Your enemy is..
1 ..a superior in your occupation
2 ..a subordinate in your occupation.
3 ..a co-worker in your occupation.
4 ..an outside competitor.
5 ..someone who works with your organization.
6 ..an old rival you lost track of before.
7 ..someone who’s job/rank you took.
8 ..a total stranger.
9 ..a rival in your occupation
10 ..special. Roll Table G in character creation in the basebook.

Windfall
1d10 Score! What did you get?
1-2 Someone owes you. Gain Favor 7.
3-4 Cash. Gain 2d10x100 credits.
5-6 Made a contact in another field. Gain Contact 5.
7-8 Made a contact in the black market. You can buy restricted and military gear at ½ cost.
9-10 You gain information about your past that you never knew (lost sibling, noble blood, etc).

Accident
1d10 Ouch. What happened this time?
1 Lost your job. No income that time period, lose Membership/Rank and ½ the OP.
2 Blacklisted. As per “lost job” but you have equivalent of Hunted -5 with that group.
3 Financial ruin. Start with no money at all. You may still gain money for terms after this one.
4 Lose a loved one of the GM’s choice.
5 You are implicated in the collapse of your company or the failure of an important mission. Lose 1
level of Rank/Membership.
6 You are falsely blamed for the injury or death of a co-worker or teammate.
7 You cause an accident that kills several people. If there are survivors (1-3 on 1d10) you gain an
enemy.
8 Disfiguring accident. Lose 1d6 ATTR (minimum 0).
9 Bad accident. Lose 1 AGIL, STR, BOD or MA of GM choice (or roll 1d4 to choose).
10 Horrible accident. Lose 2 AGIL, STR, BOD or MA. You have a cybernetic replacement. This isn’t
Cyberpunk; no limb weapons, upgrades or Realskinn. The replacement does the job of the original;
mostly. If cybernetics are available (see Tech Manual), you can purchase a better one.

War
1d10 Who did you fight, and how did it go?
1 Anti-UN forces. They were routed. Gain +1 Rank or Membership.
2 Anti-UN forces. They were defeated.
3 Anti-UN forces. UN forces were defeated.
4 Anti-UN forces. UN forces were routed due to your mistake. Gain Bad Reputation -5 (incompetent)
5 Rogue Zentraedi fleet. They were overwhelmed by earth’s culture. Gain +1 Rank or Membership.
6 Rogue Zentraedi fleet. They were defeated through force of arms.
7 Rogue Zentraedi fleet. UN forces had to fall back.
8 Rogue Zentraedi fleet. UN forces were crushed by a fleet five times their size. Lose 5 OP as you
wait for your mecha or ship to be repaired or rebuilt.
9 Colony suppression. A colony attempted to break away from the UN and was “persuaded” to stay.
Lose a level of Membership or Rank from questioning orders.
10 Unknown alien forces. It was a small skirmish and they haven’t been seen again. Be ready to be
questioned if they show up again.

Standard Equipment
All UN personnel are automatically provided housing in the barracks and three
square meals per day if they wish. Officers are offered relatively inexpensive housing in
the apartment complexes on or near UN installations (averages 350 credits per month for
an apartment with one bedroom, living room, kitchenette and bathroom). Officers also
have the option of renting or owning housing in the civilian sectors/cities.

All UN Members – 3 duty uniforms, 1 dress uniform, Heckler & Koch PD8 semi-
automatic pistol, 2 extra ammunition clips, ID card with security and tracer, personal
communication device, utility belt
VF Pilots/Test Pilot – flight suit, 2 jumpsuits, helmet with HUD, assigned
whichever VF is the current standard issue (or an older one if preferred), 2 maneuvering
rods
Destroid Pilot – 2 jumpsuits, Heckler & Koch MP-9 sub-machinegun, 2 extra
ammunition clips, flack vest, helmet with HUD, assigned a Tomahawk, Spartan or
Defender (if available in the campaign’s set time period)
RIO – flight suit, 2 jumpsuits, helmet with HUD
Bridge Officers – 1 extra dress uniform, equipment according to station
Infantry, Military Specialist – AR-21 5.56mm Assault Rifle, 2 extra ammunition
clips, 2 fragmentation or incendiary grenades, standard infantry suit, helmet with HUD,
combat knife, first aid kit
Military Police – stun stick, Heckler & Koch MP-9 sub-machinegun, 2 extra
ammunition clips, helmet with HUD
Medical Officer – portable forensic & medical kit, PDA with medical files
Field Scientist – portable science kit, flack vest, PDA with scientific encyclopedia
files
Mechanical Engineer – portable tool kit & diagnostic tools, 3 sets of work
overalls, cap, tool belt, 3 pair of work gloves, 3 rolls of duct tape, PDA with mechanical
specs
Peace Corps/Diplomats – flak vest, equipment by mission
Jammingbird – flashy yet useless outfit, flight suit, assigned to a VF-11D
Jammingbird with pilot

Uniforms and Armor


Uniforms – Most UN members have a dress formal uniform and an informal
uniform or jumpsuit. Officers of sufficient rank get a fancier uniform and fleet captains
have an optional privateer-style overcoat. All dress uniforms have an optional cap. The
standard uniform consists of a shirt with jacket and either skirt or slacks as appropriate.
Pilot Jumpsuits – These are lightweight and very comfortable, and can be worn
under a flight suit with no penalty. Ace pilots also get a beret to indicate their status.
These jumpsuits provide minimal protection (SP 5).
Flight Suit – All variations have a built in power cell capable of powering their
distress transponder, luminescent strips, radio and life support for 2 hours. Flight suits
provide fair protection against small caliber firearms (SP 10) and protect the pilot from
radiation and biological/chemical weapons when sealed. The flight suit also provides
venires for movement in Zero-G, up to a flight MA of 6. Weight 1.5 kg.
Special Ops Flight Suit – Same as the basic type, but provides increased
protection (SP 15). This is available to special forces pilots after 2046. Weight 2.0 kg.
VF-22S Flight Suit – This specialized flight suit functions similar to the basic
model (SP 15), but increases the pilot’s effective BOD by +2 for resisting G-forces. The
helmet is reinforced (SP 20) and has a HUD uplink to the VF-22S the pilot is in (+1
initiative). Weight 1.9 kg.
E.V.A. Suit – This is a heavy suit for working in a Zero-G environment. It
provides better protection against firearms (SP 20), but is more encumbering (-2 AGIL).
Like the flight suit, it has a distress transponder, radio, verniers and life support with a 5-
hour battery. This suit also includes a sleep gas dispenser to allow the person to go into
“soft sleep” for up to 2 hours at a time.
Mechanics Overalls– UN mechanics get heavy duty overalls with a matching cap.
All such uniforms, referred to as “grubs”, come in a standard orange to make them more
visible in their workstations. The overalls have two shirt pockets and a total of four
pockets in the pants.
Flak Vest – Flak ballistic mesh vest that covers the front and back torso, and the
shoulders. A flak vest typically has 2-3 pockets as well as loops to attach most firearms.
Comes in all camouflage patterns as well as army or unit specific colors.
Standard Infantry Suit – Light multi-polymer plate for the front and back of the
torso over heavy ballistic mesh jumpsuit. Comes with combat boots and a heavy multi-
polymer plate combat helmet similar to the one above but with better SP and a built in
radio. The suit has two large pockets in each leg and one smaller pocket in each bicep.
The suit has reinforced loops for attaching weapons. Comes with standard combat belt.
SP 20 (torso) 25 (head) 15 (arms/legs), Weight 4.1 kg total.
Combat Boots – Standard issue heavy duty boots. Good for all terrain types as
well as for stomping on your opponent when he’s down. Waterproof and flame resistant
too. Comes in black, dark gray, olive drab or dark brown. SP 15, Weight 0.8 kg.
Combat Helm – Standard issue light multi-polymer plate helm with clear visor.
Comes in all standard camouflage patterns as well as army or unit specific colors. Add a
polarized visor for an additional 20 credits. The face of this helm is open, but attacks
suffer a -5 penalty for called shots to the face. SP 20, Weight 1.6 kg.

On the left is the newer-styled standard issue uniform, with the red color
indicating a bridge officer (all other officer uniforms are white). The middle is a
mechanical engineer’s overalls for use in a pressurized bay or outdoors hanger. The male
pilot’s dress uniform (right) is navy blue, although Special Forces pilots also have gold
tassels on their shoulders to indicate their status.

Colony Fleets Commanders (as shown above) wear slightly more ornate versions
of the standard UN Colony Fleet uniform, which includes a privateer-style cloak and cap.
Their uniform, like that of the rest of the bridge crew, is also white. Their rank badges are
mainly purple which denote them as the Commander of the Colony Fleet. Regular
Colony Fleet Captains wear similar uniforms but less ornate, and stick more closely to
standard UN Uniforms.

The standard flight suit (right) has the luminescent strips on the wrist again, and
the blue color indicates the individual as a Special Forces pilot (standard pilots get a
white flight suit). The VF-22 comes with a custom-designed flight suit (left) for the pilot
instead of the standard UN Spacy-issue design used by most VF pilots. This flight suit
consists of an upper and lower g-suit that promotes circulation even during high-G turns,
thus decreasing the possibility of pilot's blacking out in combat. The flight suit also
comes with a specialized HMD helmet which can display computer graphics and overlays
over what the pilot sees, providing additional information. Although the system is not a
great substitute for the BCS and BDI systems in the original YF-21 prototype, it does
provide the pilot with additional information and helps combat battlefield confusion. The
one disadvantage of the flight suit is that it is customized for the VF-22 and is NOT
usable in other aircraft.
Above left is the standard uniform for UN military police and security forces.
These uniforms are always blue with white trim regardless of rank. He is carrying the
standard issue Heckler & Koch MP9 sub-machinegun. On the right is the uniform of a
UN security officer or soldier with standard issue assault rifle, HUD helmet and flack
vest.

Standard heavy duty UN Spacy spacesuit designed for E.V.A. activity. This suit
also has a sleep gas dispenser to go into “soft sleep” during flight.

Chapter 4 – UN Military Mecha


During Space War I, UN Spacy used both Destroids and Variable Fighters.
However, the Destroids were slowly phased out of use due to the facts they aren’t nearly
as mobile as the VF series, even though they are cheaper and easier to mass produce. By
the mid 2030’s, most remaining Destroids were shipped to colony worlds or purchased
for work or private collections (typically by those who piloted them in the war). Some
colonies have even petitioned UN Spacy to allow them to manufacture small numbers of
Destroids.
Despite all of this, the VF is the main mecha of the UN Spacy forces, even for
being more costly to manufacture. In 2050, the main variable fighter is the VF-171. The
VF-17 Nightmare and VF-19 Excalibur are used primarily as close defense of colony
ships (i.e. Diamond Force), and the VF-22 Sturmvogel II is used for special operations.
Many Zentraedi pilots still prefer their VA-14, while the VAB-2D is still used as a heavy
bomber. The VB-6 is the first VF to take roots from the old Destroid series, functioning
as a superheavy bomber as well as ground assault.
This chapter covers the mecha that are in current use by the majority of UN
Spacy. For a complete listing of all models and variants used see Sourcebook 4 – Tech
Manual. This includes “future” variable fighters such as the VF-25 and VF-27.

VFs: VF-11C, VF-11MAXL, VF-17, VF-171, VF-19, VF-22S, VB-6, VAB-2D


Destroids/Power Armor: Queadluun-Rea, Cheyenne II
Optional VFs: VF-11E, VF-11F, VF-11G, SW-XA 1

Mecha of the UN Government


VF-11C Thunderbolt
COST: 312 CP
Availability: 2040-2045

HEIGHT:
41.34 ft (12.92 m) in soldier configuration.
22.05 ft (6.89 m) in gerwalk configuration.
15.39 ft (4.81 m) in fighter configuration.
WIDTH:
17.46 ft (5.45 m) at shoulders in soldier configuration.
35.84 ft (11.20 m) in gerwalk or fighter configuration with wings at maximum extension.
LENGTH:
11.17 ft (3.49 m) in soldier configuration.
28.54 ft (8.92 m) in gerwalk configuration.
49.63 ft (15.51 m) in fighter configuration.
WEIGHT:
9,000 kg.

Mode MV Land MA Fly MA


Battroid -1 6 (300m/round) 25 (1250m/round)
Gerwalk -2 3 (150m/round) 37.5 (1875m/round)
Fighter -3 0 50 (1600m/round)

Maneuver Pool +0%

Servo Class Kills Spaces Armor SP Kills


Main Body MS 8 8 STR 3 3
Head LW 2 2 LW 2 2
Right Arm MS 5 5 STR 3 3
Left Arm MS 5 5 STR 3 3
Right Leg MS 5 5 MS 4 4
Left Leg MS 5 5 MS 4 4
Right Wing LW 2 2 LW 2 2
Left Wing LW 2 2 LW 2 2

Thrusters Location MA
Thruster Right Leg 12.5
Thruster Left Leg 12.5

Sensors Location Kills Sensors Communications


HS Class Head 2 11 km 1300 km

Weapon Location DMG Range WA Kills Shots Notes


Hands Arms 2K Melee +0 1 U Quick, Handy
GU-13 Gunpod 1 Handed 1K 24 +1 1 40 All-Purpose, BV 6
Bayonet +3K Melee +0 3 U AP, Mated
Ammo 40 Armor Piercing
Ammo 40 Armor Piercing
Anti-Air Laser Head 2K 24 +1 2 U Phalanx Variable

Shield
MS Class, Alpha armor (DC 2), DA –2, SP 7, 2 binder slots for ammo clips, Left Arm mounted

Optional Systems
Liftwire, Anti-theft Codelock, Nightsight, Spotlight (x2), Storage Module, Escape Pod
Resolution Enhance (4x), Weapon Mount, Self Destruct, Hardpoints (2 per Wing) , Combat Computer

Multipliers
Environmentals (Space, Re-entry, Desert), Verniers (1 Main Body, 2 each Leg), Variable Fighter, Autopilot
Semi-monocoque

VF-11D Thunderbolt
COST: 326 CP
Availability: 2030 to 2045
* Two seat version with backup controls and recording suite used for training.
* Also referred to as VT-11D.

VF-11E Thunderbolt
COST: 942 CP
Availability: 2045 to 20XX

HEIGHT:
41.34 ft (12.92 m) in soldier
configuration.
22.05 ft (6.89 m) in gerwalk
configuration.
15.39 ft (4.81 m) in fighter
configuration.
WIDTH:
17.46 ft (5.45 m) at shoulders in soldier configuration.
35.84 ft (11.20 m) in gerwalk or fighter configuration with wings at maximum extension.
LENGTH:
11.17 ft (3.49 m) in soldier configuration.
28.54 ft (8.92 m) in gerwalk configuration.
49.63 ft (15.51 m) in fighter configuration.
WEIGHT:
9,000 kg.

Mode MV Land MA Fly MA


Battroid -0 6 (300m/round) 28 (1400m/round)
Gerwalk -1 3 (150m/round) 42 (2100m/round)
Fighter -2 0 56 (2800m/round)

Maneuver Pool +33%

Servo Class Kills Spaces Armor SP Kills


Main Body MS 8 8 STR 3 3
Head LW 2 2 LW 2 2
Right Arm MS 5 5 STR 3 3
Left Arm MS 5 5 STR 3 3
Right Leg MS 5 5 MS 4 4
Left Leg MS 5 5 MS 4 4
Right Wing LW 2 2 LW 2 2
Left Wing LW 2 2 LW 2 2

Thrusters Location MA
Thruster Right Leg 14
Thruster Left Leg 14
Sensors Location Kills Sensors Communications
HS Class Head 2 11 km 1300km

Weapon Location DMG Range WA Kills Shots Notes


Hands Arms 1K Melee +0 1 U Quick, Handy
GU-13 Gunpod 1 Handed 1K 24 +1 3 40 All-Purpose, BV 6
Ammo 40 Armor Piercing
Ammo 40 Armor Piercing
Anti-Air Laser Head 2K 24 +1 2 U Phalanx Variable

Shield
MS Class, Alpha armor (DC 2), DA –2, SP 7, 2 binder slots for ammo clips, Left Arm mounted
MS Class, Reactive Shield, DA +0, SP 8, +4K damage offensive

Optional Systems
Liftwire, Anti-theft Codelock, Nightsight, Spotlight (x2), Storage Module, Escape Pod
Weapon Mount, Self Destruct, Combat Computer, Resolution Enhance (4x), Hardpoints (2 per Wing)

Multipliers
Environmentals (Space, Re-entry, Desert), Verniers (1 Main Body, 2 each Leg), Semi-monocoque
Variable Fighter, Transatmospheric Ability, Autopilot, Overcharged Engines

Notes: Upgraded with stronger engines and added a PBS-03F. This is a fan-created unit based on logical
extrapolation on upgrades to existing UN mecha to take advantage of newer technology.

VF-11F Thunderbolt
COST: 967 CP
Availability: 2045 to 20XX
* Upgraded with enhanced avionics and flight controls.
* Add ACE +33%.
* Like the VF-11E, this is a fan-created unit based on logical extrapolation of advancement.

VF-11G Thunderbolt
COST: 984 CP
Availability: 2048 to 20XX
* Upgraded with holographic cockpit display as a final fleet-wide upgrade before retiring the series.
* Add virtual controls. (+67% MP)
* Like the VF-11E and VF-11F, this is a fan-created unit based
on logical extrapolation of advancement.

VF-17A Nightmare
COST: 916 CP
Availability: 2035 to 204X

HEIGHT:
48.58 ft (15.18 m) in soldier configuration.
30.36 ft (9.49 m) in gerwalk configuration.
17.18 ft (5.37 m) in fighter configuration.
WIDTH:
20.93 ft (6.54 m) at shoulders in soldier configuration.
77.52 ft (24.22 m) in gerwalk or fighter configuration
with wings at maximum extension.
LENGTH:
12.50 ft (3.91 m) in soldier configuration.
41.12 ft (12.85 m) in gerwalk configuration.
50.02 ft (15.63 m) in fighter configuration.
WEIGHT:
9,000 kg

Mode MV Land MA Fly MA


Battroid -0 6 (300m/round) 49 (2450m/round)
Gerwalk -1 3 (150m/round) 73.5 (3675m/round)
Fighter -2 0 98 (4900m/round)

Maneuver Pool +33%

Servo Class Kills Spaces Armor SP Kills


Main Body HS 10 10 HS/A 5 5
Head STR 3 3 MS/A 4 4
Right Arm MS 5 5 MS/A 4 4
Left Arm MS 5 5 MS/A 4 4
Right Leg HS 6 6 HS/A 5 5
Left Leg HS 6 6 HS/A 5 5
Right Wing STR 3 3 MS/A 4 4
Left Wing STR 3 3 MS/A 4 4

Thrusters Location MA
Thruster Right Leg 24.5
Thruster Left Leg 24.5

Sensors Location Kills Sensors Communications


LH Class Head 3 20 km 1800 km
Backup Torso 2 1 km 30 km

Weapon Location DMG Range WA Kills Shots Notes


Hands Arms 2K Melee +0 1 U Quick, Handy
7-barrel GG 1 Handed 1K 24 +1 1 - BV7, All Purpose
Ammo 60 AP
Ammo 60 AP
Small Laser Torso 2K 25 +1 2 U BV4, Linked
Small Laser Torso 2K 25 +1 2 U BV4, Linked
Large Laser Right Arm 3K 24 +1 3 U BV3, Linked
Large Laser Right Arm 3K 24 +1 3 U BV3, Linked
Missile Launcher Right Arm 5K 64 +1 2 4 CMV, Linked
Missile Launcher Right Arm 5K 64 +1 2 4 CMV, Linked
Missile Launcher Left Arm 5K 64 +1 2 4 CMV, Linked
Missile Launcher Left Arm 5K 64 +1 2 4 CMV, Linked

Optional Systems
Liftwire, Anti-theft Codelock, Nightsight, Spotlight, Storage Module, Escape Pod
Self Destruct, Weapon Bay (1 each leg, 2 Spaces worth), Combat Computer, Resolution Enhance (32x)

Multipliers
Environmentals (Space, Re-entry, Desert), Verniers (1 Main Body, 2 each Leg), Variable Fighter
Transatmospheric Ability, Passive Stealth, Autopilot, Overcharged Engines, Semi-monocoque
Notes:
Large bore lasers are concealed in the forearms and can fire out the front or back (elbow).
Gatling gun cannot be fired in gerwalk mode.

VF-17C Nightmare
COST: 934 CP
Availability: 2035 to 204X
* Upgraded version with enhanced avionics.
* Add ACE +33%.

VF-17D Nightmare
COST: 984 CP
Availability: 2035 to 204X
* Upgrade of VF-17C to include head lasers
* Add two head lasers
Weapon Location DMG Range WA Kills Shots Notes
Anti-Air Laser Head 2K 24 +1 2 U Phalanx Variable, Linked
2046 Upgrade
Add the following and increase cost to 1635 CP
MS Class, Reactive Shield, DA +0, SP 8, +4K damage offensive

VF-17S Nightmare
COST: 1067 CP
Availability: 2035 to 204X
* Command model with four head lasers
2046 Upgrade
Add the following and increase cost to 1720 CP
MS Class, Reactive Shield, DA +0, SP 8, +4K damage offensive

VF-17T Nightmare
COST: 969 CP
Availability: 2035 to 204X
* Two seat version of VF-17C with backup controls and recording suite used for training.

VF-171 Nightmare Plus


COST: 1847 CP (+206.4 CP for loaded MC-17C; +93.6 CP for missiles)
Availability: 2050+

HEIGHT:
48.58 ft (15.18 m) in soldier configuration.
30.36 ft (9.49 m) in gerwalk configuration.
17.18 ft (5.37 m) in fighter configuration.
WIDTH:
20.93 ft (6.54 m) at shoulders in soldier configuration.
77.52 ft (24.22 m) in gerwalk or fighter configuration with
wings at maximum extension.
LENGTH:
12.50 ft (3.91 m) in soldier configuration.
(15.65 m) in gerwalk configuration.
50.04 ft (15.65 m) in fighter configuration.
WEIGHT:
12,150 kg

Mode MV Land MA Fly MA


Battroid -0 6 (300m/round) 49 (2450m/round)
Gerwalk -1 3 (150m/round) 73.5 (3675m/round)
Fighter -2 0 98 (4900m/round)

Maneuver Pool +67%

Servo Class Kills Spaces Armor SP Kills


Main Body HS 10 13 HS/A 5 5
Head STR 3 4 MS/A 4 4
Right Arm MS 5 6 MS/A 4 4
Left Arm MS 5 6 MS/A 4 4
Right Leg MS 5 6 MS/A 4 4
Left Leg MS 5 6 MS/A 4 4
Right Wing STR 3 4 STR/A 3 3
Left Wing STR 3 4 STR/A 3 3

Thrusters Location MA
Thruster Right Leg 24.5
Thruster Left Leg 24.5

Sensors Location Kills Sensors Communications


LH Class Head 3 20 km 1800 km
Backup Torso 2 1 km 30 km

Weapon Location DMG Range WA Kills Shots Notes


Hands Arms 2K Melee +0 1 U Quick, Handy
Small Laser Torso 2K 25 +1 2 U BV4, Linked
Small Laser Torso 2K 25 +1 2 U BV4, Linked
Anti-Air Laser Head 2K 24 +1 2 U Phalanx Variable, Linked
Anti-Air Laser Head 2K 24 +1 2 U Phalanx Variable, Linked
MC-17C Gun 1-Handed 1K 24 +1 1 - BV7, All Purpose
Ammo 60 AP
Missile Launcher Right Arm 5K 64 +1 2 8 CMV, Linked
Missile Launcher Left Arm 5K 64 +1 2 8 CMV, Linked

Shield
MS Class, Reactive Shield, DA +0, SP 8, +4K damage offensive

Optional Systems
Liftwire, Anti-theft Codelock, Nightsight, Spotlight, Storage Module, Escape Pod, Flare/Chaff (20/20)
Self Destruct, Weapon Bay (1 each leg, 2 Spaces worth), Combat Computer, Resolution Enhance (32x)
Wing Hardpoints (3 per wing)

Multipliers
Environmentals (Space, Re-entry, Desert), Verniers (1 Main Body, 2 each Leg), Variable Fighter
Transatmospheric Ability, Autopilot, Overcharged Engines, Semi-monocoque, Active Stealth

Notes: VF-17 redesigned to be more easily mass-produced to be cost effective as a mainline general
purpose fighter.

VF-19A Excalibur
COST: 1990 CP
Availability: 2041 to 20XX

HEIGHT:
49.53 ft (15.48 m) in soldier configuration.
27.24 ft (8.52 m) in gerwalk configuration.
13.41 ft (4.19 m) in fighter configuration.
WIDTH:
20.80 ft (6.50 m) at shoulders in soldier configuration.
43.27 ft (13.52 m) in gerwalk or fighter configuration with wings at maximum extension.
LENGTH:
14.17 ft (4.43 m) in soldier configuration.
41.35 ft (12.93 m) in gerwalk configuration.
59.07 ft (18.47 m) in fighter configuration.
WEIGHT:
8,550 kg empty. Maximum takeoff weight in an atmosphere is 38,386 kg, and maximum weight in
space with optional fold booster is 47,180 kg (weights beyond that exceed theoretical safe limit for
fold booster).

Mode MV Land MA Fly MA Space Fly MA Atmosphere


Battroid +1 8 (400m/round) 74 (3700m/round) 64 (3200m/round)
Gerwalk -0 4 (200m/round) 111 (5550m/round) 96 (4800m/round)
Fighter -1 0 148 (7400m/round) 128 (6400 m/round)

Maneuver Pool +167%

Servo Class Kills Spaces Armor SP Kills


Main Body HS 10 10 MW/A 6 6
Head MS 4 4 MS/A 4 4
Right Arm MS 5 5 MS/A 4 4
Left Arm MS 5 5 MS/A 4 4
Right Leg HS 6 6 MS/A 4 4
Left Leg HS 6 6 MS/A 4 4
Right Wing MS 4 4 MS/A 4 4
Left Wing MS 4 4 MS/A 4 4

Thrusters Location MA
Thruster Right Leg 37
Thruster Left Leg 37
Sensors Location Kills Sensors Communications
LH Class Head 3 20 km 1800km
Backup Torso 2 1 km 300 km

Weapon Location DMG Range WA Kills Shots Notes


Hands Arms 2K Melee +0 1 U Quick, Handy
GU-15 Gunpod 1 Handed 2K 24 +2 2 - BV6, All Purpose
Ammo 40 AP, Tracer
Ammo 40 AP, Tracer
Mauler REB-30 Head 2K 24 +1 2 U BV3, Rear Fire only
Mauler REB-23 Right Wing 2K 24 +1 2 U BV3, Linked
Mauler REB-23 Left Wing 2K 24 +1 2 U BV3, Linked
Missile Pallet Right Leg 3K 32 +1 5 24 CMV, Linked
Missile Pallet Left Leg 3K 32 +1 5 24 CMV, Linked

Shield
MW Class, Beta armor (DC 4), DA –2, SP 9, 2 binder slots for ammo clips, Left Arm mounted
MS Class, Reactive Shield, DA +0, SP 8, +4K damage offensive

Optional Systems
Liftwire, Anti-theft Codelock, Nightsight, Spotlight, Storage Module, Escape Pod
Self Destruct, Combat Computer, Target Analyzer, Resolution Enhance (64x)
Hardpoints (2 on Main Body, 2 per Wing)

Multipliers
Environmentals (Arctic, Desert), Verniers (1 Main Body, 2 each Leg), Variable Fighter
Transatmospheric Ability, Autopilot, Active Stealth, ACE +67%, Virtual Controls, Semi-monocoque

Notes: The VF-19A has forward canard wings for optimization in an atmosphere (-2 MV in space).
The internal missile pallet can also use the HMMM.
Due to the air intake system of the engines, the VF-19’s speed is limited while in an atmosphere.
VF-19A does not have space or reentry protection.

VF-19F Excalibur
COST: 2045 CP
Availability: 2041 to 20XX
* Model refitted for space use.
* Add space and reentry environmentals.
* Removes forward canard wings and replaces with verniers.
VF-19S Excalibur
COST: 2311 CP
Availability: 2041 to 20XX
* Command model of VF-19F with enhanced engines and additional head lasers.
* Add four smaller head lasers with the following profile:
Weapon Location DMG Range WA Kills Shots Notes
Anti-Air Laser Head 1K 24 +1 1 U BV2, Phalanx Variable, Linked
* Increase flight speed in space to:
Mode Fly MA Space
Battroid 76 (3800m/round)
Gerwalk 114 (5700m/round)
Fighter 152 (7600m/round)

VF-22S Sturmvogel II
COST: 2213 CP (+975.96 for 2x GV-17L and 48x MM; concealed bay payload not included)
Availability: 2042 to 20XX

HEIGHT:
48.70 ft (15.22 m) in soldier configuration.
25.98 ft (8.12 m) in gerwalk configuration.
12.93 ft (4.04 m) in fighter configuration.
WIDTH:
22.12 ft (6.91 m) at shoulders in soldier
configuration.
49.15 ft (15.36 m) in gerwalk or fighter
configuration with wings at maximum extension.
LENGTH:
13.54 ft (4.23 m) in soldier configuration.
45.15 ft (14.11 m) in gerwalk configuration.
62.78 ft (19.62 m) in fighter configuration.
WEIGHT:
9,340 kg empty. Maximum takeoff weight in an
atmosphere is 39,207 kg, and maximum weight
in space with optional fold booster is 48,305 kg
(weights beyond that exceed theoretical safe
limit for fold booster).

Mode MV Land MA Fly MA Space Fly MA Atmosphere


Battroid +1 8 (400m/round) 56 (2800m/round) 35 (1750m/round)
Gerwalk -0 4 (200m/round) 84 (4200m/round) 52.5 (2625m/round)
Fighter -1 0 112 (5600m/round) 70 (3500 m/round)

Maneuver Pool +200%

Servo Class Kills Spaces Armor SP Kills


Main Body HS 10 13 MW/A 6 6
Head MS 4 5 MS/A 4 4
Right Arm MS 5 6 MS/A 4 4
Left Arm MS 5 6 MS/A 4 4
Right Leg HS 6 7 MS/A 4 4
Left Leg HS 6 7 MS/A 4 4
Right Wing MS 4 5 MS/A 4 4
Left Wing MS 4 5 MS/A 4 4
Thrusters Location MA
Thruster Torso 27
Thruster Torso 27

Sensors Location Kills Sensors Communications


LH Class Head 3 20 km 1800 km
Backup Torso 2 1 km 300 km

Weapon Location DMG Range WA Kills Shots Notes


Hands Arms 2K Melee +1 1 U Quick, Handy
Anti-Air Laser Head 2K 24 +2 2 U BV3, Phalanx Variable
Pulse Laser Right Arm 2K 24 +2 2 U BV2, Linked
Pulse Laser Left Arm 2K 24 +2 2 U BV2, Linked
Missile Rack Right Wing 3K 32 +2 2 12 CMV, Linked
Missile Rack Right Wing 3K 32 +2 2 12 CMV, Linked
Missile Rack Left Wing 3K 32 +2 2 12 CMV, Linked
Missile Rack Left Wing 3K 32 +2 2 12 CMV, Linked
GV-17L Gun 1 Handed 1K 24 +3 3 - BV5, All purpose
Ammo 80 AP, Tracer
GV-17L Gun 1 Handed 1K 24 +3 3 - BV5, All purpose
Ammo 80 AP, Tracer
Concealed Bay Torso 1
Concealed Bay Torso 1
* Concealed bays carry 12 MM, 6 SRM, 2 IRM or 1 LRM

Shield
MS Class, Beta Armor (DC 4), DA –1, SP 5, Right Arm mounted
MS Class, Beta Armor (DC 4), DA –1, SP 5, Left Arm mounted
MS Class, Reactive Shield, DA +0, SP 8, +4K damage offensive

Optional Systems
Liftwire, Anti-theft Codelock, Spotlight, Storage Module, Escape Pod
Self Destruct, Combat Computer, Target Analyzer, HMD Helmet Display, Hardpoints (2 per Wing)
Wide Spectrum Sensors (resolution enhance 32x, infrared, thermal optics, nightvision, ultraviolet)

Multipliers
Environmentals (Space, Re-entry, Desert), Verniers (3 Main Body, 1 each Leg), Variable Fighter
Transatmospheric Ability, Autopilot, Active Stealth, ACE +100%, Semi-monocoque

Notes:
The wing missile launchers can also use the HMMM missiles.
Due to the air intake system of the engines, the VF-22’s speed is limited while in an atmosphere.
The VF-22 can jettison it’s arms/legs when needed (reduce weight to 8,000 kg, lose shields/pulse lasers).
Arm pulse lasers are concealed in the forearms and can fire out the front or back (elbow).

VAB-2D Wraith
COST: 1875 CP [+561.6 for 96 SRM]
Availability: 2042 to 20XX

HEIGHT:
73.44 ft (22.95 m) in soldier configuration.
40.39 ft (12.62 m) in gerwalk configuration.
11.02 ft (3.44 m) in fighter configuration.
WIDTH:
50.82 ft (15.88 m) at shoulders in soldier configuration.
121.00 ft (37.81 m) in gerwalk or fighter configuration with wings at maximum extension.
LENGTH:
32.00 ft (10.00 m) in soldier configuration.
46.54 ft (14.54 m) in gerwalk configuration.
58.18 ft (18.18 m) in fighter configuration.
WEIGHT:
22,600 kg (empty)

Mode MV Land MA Fly MA


Battroid -0 6 (300m/round) 45 (2250m/round)
Gerwalk -1 3 (150m/round) 55.5 (2775m/round)
Fighter -2 0 74 (3700m/round)

Maneuver Pool +33%

Servo Class Kills Spaces Armor SP Kills


Main Body HS 10 13 MS 4 4
Head STR 3 4 MS 4 4
Right Arm MS 5 6 MS 4 4
Left Arm MS 5 6 MS 4 4
Right Leg HS 6 8 MS 4 4
Left Leg HS 6 8 MS 4 4
Right Wing STR 3 4 STR 3 3
Left Wing STR 3 4 STR 3 3
Right Pod MS 10 MS 4 4
Left Pod MS 10 MS 4 4

Thrusters Location MA Notes


Thruster Right Pod 9.25
Thruster Right Pod 9.25
Thruster Left Pod 9.25
Thruster Left Pod 9.25
Booster Right Pod 4 Battroid Only
Booster Left Pod 4 Battroid Only

Sensors Location Kills Sensors Communications


HS Class Head 2 11 km 1300 km
Backup Torso 2 1 km 300 km

Weapon Location DMG Range WA Kills Shots Notes


Hands Arms 2K Melee +0 1 U Quick, Handy
Pulse Laser Right Arm 2K 24 +1 2 U BV4, Linked
Pulse Laser Left Arm 2K 24 +1 2 U BV4, Linked
REB-30G Laser Head 2K 24 +1 2 U BV3, Phalanx Variable
Shoulder Missile Right Arm 5K 64 +1 11 33 CMV, Linked
Shoulder Missile Left Arm 5K 64 +1 11 33 CMV, Linked
Body Missile Torso 5K 64 +1 5 15 CMV, Linked
Body Missile Torso 5K 64 +1 5 15 CMV, Linked
Rotary Missile Torso 1 Crosslinked
Rotary Missile Torso 1 Crosslinked
Ammo Torso 3K 32 +1 20 100 CMV

Shield
MS Class, Reactive Shield, DA +0, SP 8, +4K damage offensive

Optional Systems
Liftwire, Anti-theft Codelock, Nightsight, Spotlight, Storage Module, Escape Pod, Resolution Enhance (8x)
Self Destruct, Combat Computer, Hardpoints (4 on Torso, 3 each Wing)

Multipliers
Environmentals (Space, Re-entry, Desert), Verniers (2 Main Body, 1 each Arm/Leg, 2 each Pod)
Variable Fighter, Virtual Controls, Semi-monocoque
Transatmospheric Ability, Heavy Hydraulics, Overcharged Engine, Autopilot, Passive Stealth

Notes:
Both rotary missile launchers share the same missile payload bin.
Mauler REB-30G head mounted laser only has rear firing arc.

ADR-03-Mk II Cheyenne II
COST: 788 CP (+120 CP for PBG-12, +10 CP for flamethrowers, +1 CP for salute guns; +218.4 CP for
missiles)
Availability: 2050’s [?]

HEIGHT:
9.87m
WIDTH:
?
LENGTH:
?
WEIGHT:
?

Mode MV Land MA Fly MA


Destroid -2 5 (250m/round) 0
Rollers 10 (500m/round)

Maneuver Pool +0%


Servo Class Kills Spaces Armor SP Kills
Main Body MH 16 20 ML/A 7 7
Right Arm MS 5 6 HS/A 5 5
Left Arm MS 5 6 HS/A 5 5
Right Leg MS 5 6 HS/A 5 5
Left Leg MS 5 6 HS/A 5 5
Pod SL 2 STR/A 3 3

Thrusters Location MA
None

Sensors Location Kills Sensors Communications


LH Class Torso 2 20 km 1800 km
Backup Torso 2 1 km 300 km

Weapon Location DMG Range WA Kills Shots Notes


6-barrel gatling Right Arm 2K 24 +1 2 BV6, All Purpose, Linked
6-barrel gatling Left Arm 2K 24 +1 2 BV6, All Purpose, Linked
Rocket Pack Right Arm 7K 1200 +1 2 4 Linked
Rocket Pack Left Arm 7K 1200 +1 2 4 Linked
Light MG Torso 1K 12 +1 1 - BV3, Anti-Personnel
Ammo 25
PBG-17 Arms* 12K 75 +1 12 U Warmup 1
Flamethrower Arms * 2K 1 +1 2 20 Incendiary, Anti-Person
Salute Guns Arms* 2d10S 1 +0 2 20
* The Cheyenne II can mount one of these options at a time. They are always mounted in matched pairs
and are considered crosslinked. The salute guns can inflict 2d10 stun to human-sized targets if they get in
the way.

Optional Systems
Liftwire, Anti-theft Codelock, Nightsight, Spotlight, Storage Module, Escape Pod, Weapon Mount (arms)
Self Destruct, Combat Computer, Magnetic Foot Locks, Zip Rollers

Multipliers
Environmentals (Arctic, Space, Desert), Verniers (1 Main Body, 1 each Leg, 1 each Arm)
Heavy Hydraulics, Semi-Monocoque
Notes: The Cheyenne II has special hardpoints on the arms to allow different weapon options.

Design Notes: Given that this is a late era model, it would make some sense that it would have some
systems found in variable fighters, such as a pinpoint barrier and holographic cockpit. However, the anime
and official notes give no mention of this.

Queadluun-Rea
COST: 827CP (+264.4 CP for missiles)
Availability: 2050’s [?]

HEIGHT:
16.75m
WIDTH:
18.4
LENGTH:
10.8m
WEIGHT:
32,500 kg

Mode MV Land MA Fly MA


Power Armor -2 7 (350m/round) 44 (2200m/round)

Maneuver Pool +200%

Servo Class Kills Spaces Armor SP Kills


Main Body HS 10 15 HS/A 5 5
Right Arm MS 5 6 HS/A 5 5
Left Arm MS 5 6 HS/A 5 5
Right Leg MS 5 6 HS/A 5 5
Left Leg MS 5 6 HS/A 5 5
Right Pod HS 10 HS/A 5 5
Left Pod HS 10 HS/A 5 5

Thrusters Location MA
Thruster Right Pod 22
Thruster Left Pod 22

Sensors Location Kills Sensors Communications


LH Head 2 20 km 1800 km
Backup Torso 2 1 km 100 km

Weapon Location DMG Range WA Kills Shots Notes


Hands Arms 2K Melee +0 1 U Quick, Handy
Impact Cannon Torso 3K 24 +1 2 U Linked
Impact Cannon Torso 3K 24 +1 2 U Linked
Tri-barrel Laser Right Arm 2K 12 +1 2 U BV3, All Purpose, Linked
Tri-barrel Laser Left Arm 2K 12 +1 2 U BV3, All Purpose, Linked
Missile Rack Right Pod 2K 32 +2 6 42 CMV, Crosslinked
Missile Rack Left Pod 2K 32 +2 6 42 CMV, Crosslinked
Missile Rack Right Leg 2K 32 +2 2 21 CMV, Crosslinked
Missile Rack Left Leg 2K 32 +2 2 21 CMV, Crosslinked
PBG-11E Left Pod 10K 75 +1 10 U Warmup 1
Optional Systems
Nightsight, Spotlight, Combat Computer, Self Destruct, Storage Module, Weapon Mount (left pod)

Multipliers
Environmentals (Space), Verniers (5 each Pod, 2 each Leg, 1 Torso), Monocoque
Reflex Controls, Supercharged Engines, ACE +100%

Notes: The impact cannons always fire together unless one is destroyed.

Chapter 5 – UN Military Capital Ships & Fleets


This section includes all of the capital ships currently in service by the UN Spacy.
Most of the capital ships fall into one of two categories: warships and colony ships.
Warships include all military vessels, typically carrying VF squadrons and/or armed with
multiple heavy weapons systems. The colony ships include all of the supersized fleet
ships designed to carry colonists or resources through deep space.
Colony ships do not have many weapon systems if any at all, but usually carry a
handful of variable fighters for close defense, relying on the warships to protect them.
Another feature of most colony ships is the docking port for one of the Ark Royal class
escort battle carriers, or one of the stealth frigates at minimum. The military ship attached
to a colony ship serves as the ship’s main administration, allowing the larger vessel’s
sensors to be tied into the bridge of the smaller military ship.
Zentran and Meltran vessels that were rebuilt and brought into the UN fleet saw
several much-needed upgrades, including better armor, CIDS units and mecha repair
stations in the hangers. Such vessels rebuilt to accommodate micronized crew would
have many of the decks and wasted space refitted for the new crew and many human
“luxuries” such as recreation rooms and individual crew quarters for officers. Typically a
vessel refitted for mixed crew sees a 50/50 mix, although some vessels wished to remain
100% macronized.
Sourcebook 4 – Tech Manual will have details for earlier capital ships.

Bridge Structure
The bridges of all UN capital ships, including rebuilt Zentraedi vessels, use the
same layout and control structure to make it easy for bridge crew to function at full
capability regardless of the ship they are currently on. The bridge crew consists of six or
more personnel, with examples based from the Macross crew, as follows:
Captain (Bruno J. Global) – The captain is the overall commander of a ship, and is
responsible for the well being of his ship and crew. The captain has final word on his
ship.
Chief Weaponry Officer & Navigator (Claudia La Salle) – This officer is in charge of
navigating the ship as well as operating the ships weapon systems; not as hard as it seems
with the help of the combat computer.
Air Group Chief Tactical Officer (Misa Hayase) – This officer is charged with
supervising the ship’s mecha compliment and adjusting battle plans as needed to match
enemy movements. This officer serves as the ship’s First Officer, commanding the ship
in the absence of the ship captain.
Communications Officer (Vanessa Laird) – This Level 1 Operator is assigned the duty of
maintaining fleet and long-range communications outside the ship as well as deciphering
the information brought in by the ship’s sensors.
Right Forward Bridge Operator (Shammy Milliome) – This Level 1 Operator is assigned
to coordinate the ship’s mecha during battle by relaying orders from the chief tactical
officer. On some vessels, this station is also responsible for the pinpoint barrier defense.
Left Forward Bridge Operator (Kim Kabirov) – This Level 1 Operator serves as ship
administration, taking reports from within the ship and relaying them to the captain or
other appropriate officer or division. Essentially this officer is the bridge crew yeoman,
but is necessary for smooth operation of the ship.
Pinpoint Barrier Operator (Mei) – This is group of four Level 1 Operators who operate in
a subsection near the bridge. These operators are dedicated to using the pinpoint barrier
system to defend the ship (one barrier shield each). Smaller ships, as well as the earlier
ones, see this station combined with the Right Forward Operator station. In some of the
later ships, the pinpoint barrier system is computer controlled for better response time and
accuracy, with the Right Forward Operator simply monitoring the system for errors or to
override protection priorities.

PBG Gals at work


The New Macross Carrier, Battle 7 (Macross 7 fleet) was modified to allow
macronized advisor Exsedol to put his head up into the bridge while standing in a lower
deck. Some of the smaller vessels will have fewer bridge crew, with some of the crew
operating multiple stations.

Ship Naming Conventions


UN Spacy ships follow a set naming convention to identify their ships. For
instance, a rebuilt Meltran gunship named the Helios will be designated something like
ZV-148 Helios. UN vessels can also simply be labeled as UNS (United Nations Ship) or
UES (United Earth Ship) before the end of Space War I.

CVS – Carrier Vessel Submergible, used for Prometheus Class Carriers


SLV – Supersized Landing Vessel, used for Daedelus Class Landing Vessels
CV – Carrier Vessel, used for Ark Royal Escort Carriers
CG – Guided Missile Cruiser, used for Haruna Stealth Cruisers
VC – Variable Carrier Vessel, used for Sentinel Carriers
FFG – Guided Missile Frigate, used for Clemenceau and Northampton Stealth Frigates
ZV – Zentraedi Vessel, applied to all refitted Zentran and Meltran capital ships
SDAC – Super Dimensional Aircraft Carrier, used for New Macross Battle Carriers that
are not attached to a colony ship (only 20 in service in 2045)
TS – Training Ship, applied to Beginhill Training Ships

From the time of WWII, there have been certain naming traditions within the old
US Navy for the naming of their ships. This practice has been maintained by the New
Unity Government for the naming of their naval and space naval ships as homage to
tradition. All Megaroad and Macross colony ships bear the name of their class, as do the
Riviera and Einstein vessels; thus you have Macross 7 or Riviera 7.
CV & SDAC – presidents, famous naval ships, famous battles/sites of aviation history
VC & CG – distinguished individuals, famous battles
FFG – distinguished UN personnel
TS – well known military instillations
CVS & SLV – Greek deities
ZV – celestial bodies

Warships: Ark Royal Escort Carrier, Northampton Stealth Frigate, Clemenceau Stealth
Carrier, Sentinel Stealth Carrier, Refitted Zentraedi/Meltrandi Ships, New Macross Battle
Carrier, Daedelus Landing Vessel, Prometheus Semi-submersible Aircraft Carrier
Colony Ships: Macross Colony Ship, Beginhill Training Ship, Sunnyflower Agricultural
Platform, Einstein Research Ship, Riviera Marine Research Ship, Mark Twain Resort
Ship, Heaven Cemetery Ship, Hollywood Amusement Ship, Three Star Mobile
Manufacturing Platform, Iowa Provisions Supply Ship

Ark Royal Class Escort Battle Carrier


The Ark Royal is one of the more numerous fleet vessels, with one attached to
most colony ships as a control center and to provide protection. Each Ark Royal carries
almost 400 VF mecha and also has several weapon systems including cruise missile
launchers, intermediate-range missile batteries and retractable laser turrets similar to
those of the old-style Zentraedi vessels.

Automated Factory Satellite


In October 2011 at the suggestion of Vrlitwhai Kridanik, the UN Spacy made a
surprise attack against the Zentraedi controlled factory satellite, with the intent of seizing
it from them and using it to build up Earth's defenses against possible further attacks from
rogue Zentraedi or Meltrandi forces. Using a culture shock attack against the satellite’s
crew and defenses, with Max Jenius and Miriya Fallyna Jenius breaching the hull of the
satellite so as to bring the culture attack directly to the crew inside by exposing them to
their daughter Komiria Maria Fallyna Jenius, the Factory Satellite fell quickly to the UN
Forces. Folding it back to the Sol System, they folded it into the Lagrange point between
Earth and the moon providing an excellent defensive position.
The factory has been repaired and refitted to build current UN mecha and capital
ships as well as hosting an entire city in the upper portion. It is here that many Zentraedi
and Meltrandi who cannot adjust to Earth’s culture prefer to live and work, with
approximately 70% of the workforce being macronized Zentraedi. The satellite has been
equipped with more docking ports, weapons and is also protected by a full three UN
fleets for additional protection.

Beginhill Military Training Ship


The Beginhill is designed to train new military personnel while en route to a
colony. A typical military cadet's career begins with a rigorous 6-week basic training
course, followed by specialization courses that can take anywhere from 6 months to 4
years depending on the cadet's position. In wartime the time it takes to train new recruits
can be reduced up to 50%, though such accelerated courses are much more stressful on
the cadets than the standard ones. Beginhill vessels can train recruits for any UN Spacy
military profession, from foot soldier to VF pilot. All military personnel are required to
spend 2 weeks per year taking classes to learn any new techniques and information they
need.
The Beginhill also possesses powerful ECCM and communications suites, and
can act as a fleet command vessel should a colony fleet lose their New Macross Class
Battle Carrier. Due to the importance and military sensitivity of this ship, each Beginhill
carries 8 squadrons of VF (96 mecha) and has an escort of 8-12 Clemenceau or
Northampton vessels in addition to the normal fleet escort.

Clemenceau Class Stealth Carrier


The Clemenceau is an upgraded version of the old ARMD platform, rebuilt after
UN Spacy learned from Space War I. It is the most common carrier in service, carrying
10 squadrons of VF fighters. Clemenceau frigates are usually set to escort a colony fleet
vessel that does not have an Ark Royal in case it becomes separated from the fleet.

Daedelus Semi-Submersible Landing Ship


The Daedelus was designed as a submersible troop transport and sister ship to the
Prometheus. The Daedelus can maintain a prolonged dive up to 4.8km (5.4km crushing
depth, 4.2km cruising depth). While the Prometheus was designed primarily as an aircraft
carrier, the Daedelus was meant to carry destroids, tanks and other infantry units. The
Daedelus has life support and supplies for a full crew compliment for up to 2 years
underwater. The UN military is quite happy with the design and has no plans to retire it.
Like the Prometheus, the Daedelus is a main part of the UN Navy and EDF as well as
being used on colonies.

Einstein Research Ship


The Einstein Research Ship works closely with the Sunnyflower and Riviera
vessels when determining if a planet is capable of supporting a colony. It also works with
the Three Star Mobile Manufacturing Platform for designing new mecha systems. The
Einstein has a docking port for an Ark Royal Carrier. The Einstein works with dangerous
chemicals and elements and has the most sub-compartmentalization of any colony ship to
restrict damage and casualties in the event of a toxic spill or hull breech. There is one
Einstein ship in each colony fleet.
Galaxy Patrol Ship
The Galaxy Patrol Ship was designed to act as a patrol ship for off world colonies,
concentrating primarily on search and rescue and Customs patrols. The ship is based
upon the hull of the Sentinel Class Stealth Carriers but has none of the stealth capabilities
of that vessel, or variable fighter storage/hanger facilities. The ship is armed with a tri-
barreled laser cannon mounted in the fore section of the ship and missile launchers for
defense purposes. It is also equipped with an advanced radar system as well as an
emergency ready medlab facility for rescue purposes and procedures. As they are cheap
to produce and easy to maintain these vessels are commonly found protecting the more
remote colony worlds of the United Nations Government.

Haruna Stealth Cruiser


Design and production beginning in 2013 the Haruna Class Cruisers are the one
of the first design of the UN Spacy to emerge after Space War II. Built on the captured
factory satellite the Haruna cruisers are heavily influenced by Zentraedi and Meltrandi
designs, being something of a mixture of styles culminating in an overall aesthetically
pleasing vessel. The ship itself is heavily armed with anti-warship missiles, but it lacks
large numbers of anti-warship cannons for offensive or defensive purposes, it does
however have three dual barrel particle beam cannons to assist in the ships defense. The
Haruna cruisers are not intended for heavy starship combat, and certainly not intended to
go head to head with the enormous Zentran and Meltran battleships, it can however
defend itself adequately enough with the weapons it has. Its weapons are designed for
defense, rather than offense, with the large numbers of anti-warship missile launchers
sequestered in the booms on the side of the ship being the primary weapons system.

Heaven Cemetery Ship


Many of the colonists prefer to keep the tradition of burying their dead, and each
colony fleet includes one Heaven Class Cemetery Ship. The Heaven ship is smaller than
most other colony ships, and cannot dock with an Ark Royal. Instead, the underside of
the Heaven ship has a docking mount for a Northampton Class Stealth Frigate.

Hollywood Amusement Ship


This particular colony ship is of a spherical design with a docking port for an Ark
Royal Escort Carrier. Each Hollywood Ship is divided into three sections. The topmost
section contains several amusement parks, arcades, restaurants, VR theatres, movie
complexes, and almost any form of entertainment desired. The middle section contains
the powerplant, systems controls and living quarters for the 200,000+ permanent
residents. The lower section contains a multitude of sound stages, recording studios, prop
storage, computer sets for 2D and 3D rendering and all other entertainment-related needs.
The Hollywood also has a powerful communications relay for use with the Galaxy
Network.

Iowa Provisions Supply Ship


No data found. I presume the Iowa class colony vessel is little more than a
storehouse of nuclear fuel for the ships’ reactors, raw materials, stored foodstuffs, hard to
manufacture parts, and surplus equipment. Since such a supply ship would be vulnerable
and necessary to a fleet, each Iowa supply ship would likely have an escort of 2 to 4
Clemenceau stealth carriers.

Macross Colonial Ship


This is the main vessel of the colony fleet; being a city containing 350,000+
colonists. The Macross Colonial Ship has a docking port for a New Macross Class Battle
Carrier as the command center of the entire fleet. The Macross ship features a transparent
dome to allow the colonists to view space as the night sky, and a powerful holographic
system on the interior of the protective dome to create a daytime sky effect to give the
colonists a day/night cycle. The city section is a little over 50 square kilometers and have
residential sections, parks, shopping centers and most of the features found in permanent
cities. Around the lower perimeter up to five additional “pods” can attach to provide
additional living space, parks and other last minute additions; however, these additions
are not protected by the protective shell. Many of these additions are similar to the slums
of larger cities. Since 2030, there have been 14 Macross Colonial fleets launched (as of
2045).

Mark Twain River Boat Vessel


The Mark Twain casino ship is one of the smallest of the fleet, being only 300m
in length and designed to look like a classic riverboat. The Mark Twain has no weapons,
no docking port and no mecha compliment. This vessel provides no commodities to the
fleet, and is nothing beyond a portable version of Las Vegas.

Neo Nupetiet Vergnitzs-bis


Only a handful of these vessels survived and were rebuilt after Space War I. They
were refitted to accommodate micronian crew as well as macronian crew. These
behemoths retain their vast array of weapons and each one carries close to five thousand
mecha. The first Megaroad colonial fleet was escorted by a few of these, and one was
part of the destroyed Macross 5 colonial fleet. The Neo Nupetiet Vergnitzs-bis has the
addition of an external dorsal bridge to the fore with secondary bridge to the aft and
additional antennae including two main dorsal antennae aft of bridge and one main
ventral antenna.

New Macross Battle Carrier


The New Macross Carrier is an upgraded Ark Royal Carrier that was made to be
transformable like the original Macross, and is the only ship in the fleet that is equipped
with a heavy particle beam cannon. Like the Ark Royal, the New Macross carries over 32
squadrons of VF mecha and has several weapons systems. A new feature found on the
Ark Royal Carrier is that the particle beam cannon is built as a separate gunship that
becomes a “hand held” gunpod-like weapon that can be dropped/ejected in the event of
an overload.

Northampton Class Stealth Frigate


The Northampton Stealth Frigate is currently the most common warship in use by
the UN Spacy fleet. These vessels are designed for a variety of different missions,
including escort, patrols, reconnaissance, and front-line combat duty. The frigates are
fairly cheap to build and maintain compared to other warships such as the Ark Royal and
New Macross battle carriers but still provide ample firepower and protection, as well as
the ability to carry 4 full squadrons of VF mecha into combat. Northampton frigates are
also the smallest warships equipped with advanced ECM and electronic warfare systems,
thus leading to their designation as stealth frigates. The ships are a common part of every
UN Spacy military and colonization fleet, and are also assigned to most frontier colony
worlds in order to both provide protection from pirates and other external threats and to
keep order among the colony's commercial shipping. Northampton frigates were first
launched in 2028, and are still produced by most UN Spacy shipyards at a rate of several
dozen per year.

Northampton Stealth Frigate Zentraedi Variant


This is a basic Northampton with some features redesigned with a Zentraedi
flavor, giving it the more rounded “organic” look of original Zentraedi ships rather than
the angular diamond profile of the original Northampton. This was the main escort vessel
of the Macross 5 colonial fleet.

Prometheus Semi-Submersible Attack Carrier


Since their inception, Aircraft Carriers have ruled the seas. The Prometheus Class
Semi-Submersible Attack Aircraft Carrier is no exception. The CVS-101 Prometheus, the
first of this class had its keel laid down June 18th 2003, was commissioned December of
2005, and launched 21st September 2007. Utilizing the new technology derived from the
investigations of the SDF-1 the Prometheus was designed with much greater tolerance
and capability than any previous aircraft carrier. To this date, the UN has been very
happy with the performance of the Prometheus and has no desire to replace it. The
Prometheus also sees a good deal of use on colony worlds. The Prometheus can dive to
depths of 2.4 km and remain underwater for up to 14 months.

Riviera Marine Resort Vessel


The Riviera Resort Vessel is one of the most advanced civilian vessels ever
designed for UN Spacy colony missions (outside of the New Macross city vessels). The
colony ship is shaped like a giant spiral seashell and contains an artificial ocean
surrounded by over 10 km of simulated beachfront property. The ocean provides the
citizens of the colony fleet with a wide variety of water sports, including swimming,
yachting, surfing, jet skiing, and trolling. Artificially generated waves of varying
strengths produce areas of shoreline that are calm or choppy to suit the tastes of the
vacationer, while the life support systems keep the temperature of the vessel at a pleasant
summer temperature with a refreshing breeze rolling in off the water. The hotels and
restaurants along the shoreline are regarded as the most luxurious in known space and are
extremely popular among the colonists.
The Riviera also provides an essential function to the fleet by producing kelp,
seaweed and various fish and seafood for the fleet. Because of the strict environmental
requirements of the simulated ocean and the sea life contained within it, Riviera vessels
have extremely advanced and fault-tolerant life support systems. The vessels are highly
compartmentalized, and in the event of a hull breach or other damage large sections of
the ship can be completely sealed off to prevent loss of environmental control in the
intact areas. Each Riviera has an Ark Royal Escort Carrier docked to it.

SDF-1 Macross
This is the original Inspection Army Meltran gunship that crashed on South Ataria
Island in 1999. The SDF-1 was rebuilt and reverse engineered over a period of almost 10
years, giving humanity a great deal of overtechnology to fight the Zentraedi fleet. After
the destruction of Boddole Zer, the SDF-1 was repaired and had a good portion of the
midsection rebuilt to be a command center for the newly founded New Unity
Government stationed in Alaska.
During the course of Space War I, the SDF-1 went through several transitions.
When the SDF-1 space folded out to Pluto, the space fold generator was lost and was
never replaced. This caused the SDF-1 to lose a section of power conduits, forcing the
crew to alter the ship into Storm Attacker configuration, or “battroid” form, to fire the
main particle beam cannon. Later, when the SDF-1 crew finished rebuilding the omni-
directional barrier, it overloaded, and from the lingering effect the scientists aboard the
SDF-1 were able to develop the PPB system.
In 2012 the SDF-1 underwent a major overhaul, including the replacement of the
Prometheus and Daedelus with a pair of ARMD carriers. The overhaul also removed the
makeshift Phalanx torso mounts with a proper CIDS. The SDF-1 has not been
transformed out of Storm Attacker configuration since the end of Space War I.
In 2040, the SDF-1 was taken over by rogue AI Sharon Apple. With the aid of
Yang Neumann, Isamu Dyson was able to exploit a weak spot in the armor near the
communications array on the bridge and end her control over Macross City (the weak
armor has been reinforced, and safeguards have been added to prevent another takeover
since then).
In 2051, the SDF-1 is destroyed by the Earth defense grid when it was hijacked by
terrorists. As shown in Macross Frontier (2059), the SDF-1 is apparently rebuilt.
Also as shown in Macross Frontier, additional Macross class vessels were built
and sent with other early colonization fleets as well as some research fleets.

Sentinel Stealth Attack Carrier


The Sentinel Class Carrier is the newest and smallest addition to the UN Spacy
Fleet, having only begun to be produced recently. Although this 114 meter Carrier is
designated as a Stealth Attack Carrier is certainly not a front line combat vessel and is
designed for Special Forces and reconnaissance missions where its speed and stealth are
paramount to the completion of its mission. The Sentinel Carrier carries only a small
complement of Variable Fighters for reconnaissance purposes, or Special Forces
missions. These fighters are always stealth capable fighters, usually VF-19 Excalibur or
VF-22 Sturmvogel, for Special Forces assignments; or VF-17 Nightmares for fleet
reconnaissance. Only a handful of these vessels have been manufactured and assigned to
specialist units, however the UN Spacy plans to put more into production in the near
future.
Sunnyflower Agricultural Platform
The Sunnyflower Class Agricultural Platform is probably the second most
essential part of the entire New Macross Class Colony Fleet. Where the Riviera vessels
provide water, fish and recreational facilities, the Sunflower provides the food for the
fleet's 1 million or more inhabitants. Without this essential platform the entire Fleet
would starve to death within a few short weeks. The interior of the Sunflower platform
resembles a giant greenhouse with various fruits and vegetables growing under the light
filtering through the semi-transparent Dome. Animals are also kept within the confines of
the platform for manure and fresh meat purposes.
The Sunnyflower has a docked Clemenceau carrier for control and protection. The
second line of defense is the 14 shield sections that give the Agricultural Platform its
name. In shell down mode the 14 shield sections are down and cause the platform to
resemble a sunflower, which the ship is named after. In the event of an attack these
sections immediately and swiftly come up to cover the semi-transparent dome of the
vessel to encase it in a shield of armored plates.

Three Star Mobile Manufacturing Platform


The lower levels of the ship contain a complete refinery that can extract all
necessary metals and raw materials from space debris such as asteroids and comets.
These materials are then raised to the core of the starship, which contains a complete
manufacturing facility based on technology recovered from the Protoculture factory
satellite captured by the UN Spacy in October 2011. The automated factory can
manufacture almost any component, from miniaturized microchips to complete mecha.
The factory can even manufacture from scratch capital starships such as a New Macross
battle carrier. However this process can take months depending on the complexity of the
starship (a New Macross battle carrier will take almost a year to build from scratch while
utilizing the complete resources of the platform during that time). The Three Star facility
is of course capable of conducting routine repair and maintenance on starships as well to
prolong their active lifespan. A large beam is mounted from the rear of the ship which
serves as a dry-dock for starship repair, refit, and construction. The Three Star crew
complement of the ship includes a trained engineering staff of over 1,000 along with the
most advanced CADAM (computer-aided design and manufacturing) systems available
to the UN Spacy. In addition Three Stars maintain constant contact with other colony
missions as well as UN Spacy headquarters via the Galaxy Network communications net,
allowing new designs to be quickly shared across the UN Spacy fleet as they are
developed. This permits even the most distant colony missions to keep up to their mecha
and equipment up to date.
The Three Star can build or repair up to 10,000 CP worth of materials per week,
although no more than 1,000 CP may be allotted to any single mecha or ship. Thus the
Three Star can build several VF-11 Thunderbolts, work repairs on a damaged
Northampton and also produce armor and weapons for infantry all at once.

Capital Ships of the UN Government


Ark Royal Class Escort Carrier
COST: 775,972 CP
Manufacturer: OTEC Company/Three Star Heavy Industries/UN Spacy

HEIGHT: ?
WIDTH: ?
LENGTH: 1815m
WEIGHT: 2,500,000 tons
CREW: 89 officers, 1849 crewmen, 378 VF pilots, 60 soldiers/security

Hull Class: MegaHeavy


KILLS: 2200
ARMOR: SP 110
SPACES: 22

MA: 34 (Mach 3)
Turn: +11
Crew Grade: A (16+1d10)

System Kills Range


MW Communications 200 1500 km
AH Sensors 300 3000 km

Weapon Arc DMG Range WA Kills Payload


Strike Missile (6) F 700K 6,437,376 +1 90 U
Each missile takes 25K to destroy. Blast 15, Warm up 2
Light Laser (24) All 50K 123,597 +1 50 U
Missile Turret (12) All 7K 1200 +1 50 U
Long Range, Blast 2, Fires volleys of up to 10 per launcher
CIDS All 10K 36 +1 -- U

Mecha/Shuttle Compliment
VF-11C 216
VF-11C Full Armor 24-48 can be upgraded
VA-3 24
VF-17 3
* This ship has an additional 24 VF-11C in storage, and can be readied in a few hours notice.

Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (2,200 for 30 years)
Pinpoint Barrier System (medium), Antigravity Drive
Bays
Mecha: 2 bays (240 capacity)
Crew: 1 bay (12,100 capacity)
Cargo: 1 bays (6050 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: 1 bay (120 capacity)

Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0), Passive Stealth (x0.2)

Programme: Designed primarily as an escort and command for the Macross Class colony ship. A few of
these vessels have been used as flagships for galaxy patrol fleets.

Notes: The Ark Royal is listed with a weight of 250,000 tons, which does not give it enough spaces for
everything. If you wish to use the official weight, multiply the ship’s cost by x1.5 for making it weight
efficient.

Notable Ships of Class:


CV-404 Uraga (launched 2036 as part of the Macross 07, docked to Riviera, destroyed 2046 by
Protodeviln)
CV-406 Brampton (launched 2036 as part of the Macross 07, docked to Hollywood)
CV-412 Aberdeen (launched 2036 as part of the Macross 07, docked to Beginhill)
CV-417 Keflavik (launched 2036 as part of the Macross 07, docked to Einstein)
CVS-720 Fahrion (part of Macross Frontier fleet)
CVS-707 Velagulf (part of Macross Frontier fleet)
CVS-670 Rakayou (part of Macross Frontier fleet)
CVS-761 Vandeglift (part of Macross Frontier fleet)
Megellan (part of Macross Frontier fleet)
Keiga (part of Macross Frontier fleet)

Ark Royal Class Special Forces Carrier


COST: 602,398 CP
Manufacturer: OTEC Company/Three Star Heavy Industries/UN Spacy
HEIGHT: ?
WIDTH: ?
LENGTH: 1815m
WEIGHT: 2,500,000 tons
CREW: 89 officers, 1849 crewmen, 378 VF pilots, 60 soldiers/security

Hull Class: MegaHeavy


KILLS: 2200
ARMOR: SP 110
SPACES: 22

MA: 34 (Mach 3)
Turn: +11
Crew Grade: A (16+1d10)

System Kills Range


MW Communications 200 1500 km
AH Sensors 300 3000 km

Weapon Arc DMG Range WA Kills Payload


Strike Missile (4) F 700K 6,437,376 +1 90 U
Each missile takes 25K to destroy. Blast 15, Warm up 2
Light Laser (18) All 50K 123,597 +1 50 U
Missile Turret (8) All 7K 1200 +1 50 U
Long Range, Blast 2, Fires volleys of up to 10 per launcher
CIDS All 10K 36 +1 -- U

Mecha/Shuttle Compliment
VF-11C 216
VF-11C Full Armor 24-48 can be upgraded
VA-3 24
VF-17 3
VF-19 2
VB-6 1
* This ship has an additional 24 VF-11C in storage, and can be readied in a few hours notice.

Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (2,200 for 30 years)
Pinpoint Barrier System (medium), Antigravity Drive
Bays
Mecha: 2 bays (240 capacity)
Crew: 1 bay (12,100 capacity)
Cargo: 1 bays (6050 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: 1 bay (120 capacity)

Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A
(x1.0), Passive Stealth (x0.2)

Programme: The Ark Royal is listed with a weight of 250,000 tons,


which does not give it enough spaces for everything. If you wish to use
the official weight, multiply the ship’s cost by x1.5 for making it weight
efficient.
Variant of the standard Ark Royal designed for special
operations.

Notable Ships of Class:


CV-565 ?? (command ship for the 727th Independent VF-X Unit
(Raven) Alpha Team squadron)

Beginhill Macro-Training Vessel


COST: 498,765 CP
Manufacturer: OTEC Company /UN Spacy

HEIGHT: 5400m
WIDTH: ?
LENGTH: 2500m
WEIGHT: 110,150,000 tons
CREW: 50,000 total (3500 military crew, 500 civilian crew, 2000 instructors, average 40,000 trainees,
1000 military police, 3000 permanent civilian population)

Hull Class: MegaHeavy +


KILLS: 3270
ARMOR: SP 110
SPACES: 129

MA: 34 (Mach 3)
Turn: +11
Crew Grade: A (16+1d10)
Escort Vessel: Ark Royal Escort Carrier

System Kills Range


MW Communications 200 1500 km
AH Sensors 300 3000 km

Weapon Arc DMG Range WA Kills Payload


None

Mecha/Shuttle Compliment
VF-11C 60
* These are for training purposes, and are armed with paint ammo and sensor weapons. They can be
outfitted for battle in less than 2 hours.

Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (250,000 for 20 years)
Pinpoint Barrier System (heavy), Antigravity Drive, Holographic Day/Night System, Self Destruct

Bays
Mecha: 1 bay (120 capacity)
Crew: 5 bays (60,500 capacity)
Cargo: 5 bays (30,250 ton capacity)
Medical Bay: 1 bays (12,100 capacity)
Repair Bay: 1 bay (120 capacity)

Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0)

Programme: Designed as a training facility to properly train new recruits while in deep space as well as to
provide instruction on new tactics to existing personnel.

Clemenceau Class Stealth Carrier


COST: 582,470 CP
Manufacturer: OTEC Company/UN Spacy

HEIGHT: ?
WIDTH: ?
LENGTH: 400m
WEIGHT: 9,500 tons
CREW: 75 officers, 741 crewmen, 140 VF pilots, 30 soldiers/security
Hull Class: Light Heavy
KILLS: 1400
ARMOR: SP 70
SPACES: 14

MA: 34 (Mach 3)
Turn: +7
Crew Grade: A (16+1d10)

System Kills Range


MW Communications 200 1500 km
AH Sensors 300 3000 km

Weapon Arc DMG Range WA Kills Payload


Strike Missile (2) F 700K 6,437,376 +1 90 U
Each missile takes 25K to destroy. Blast 15, Warm up 2
Heavy Laser Cannon (6) F 200K 6,437,376 +1 200 U
Light Laser (10) All 50K 123,597 +1 50 U
Missile Turret (4) All 7K 1200 +1 50 U
Long Range, Blast 2, Fires volleys of up to 10 per launcher
CIDS All 10K 36 +1 -- U

Mecha/Shuttle Compliment
VF-11C 136
VA-14 12
*There is an additional 15 VF-11C in storage, and can be readied for use in a few hours.

Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (2,000 for 30 years)
Pinpoint Barrier System (light), Self Destruct, Antigravity Drive

Bays
Mecha: 1 bays (120 capacity)
Crew: 1 bay (12,100 capacity)
Cargo: 1 bays (6050 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: 1 bay (120 capacity)

Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0), Passive Stealth (x0.2)
Weight Efficiency 5 classes (x0.5)
Programme: Designed as an upgrade of the dated ARMD platform.

Notable Ships of Class:


Guantanamo CV-299, launched as part of Macross 7 fleet docked with Sunnyflower
Maizuru CV/ARMD-362, launched as part of Macross 7 fleet
Mamoi CV-375, launched as part of Macross 7 fleet
Belleauwood CVR-699, Macross Frontier fleet
Clark 2 CVR-??, Macross Frontier fleet
Rakuyou CVR-670, Macross Frontier fleet
Kaga CVR-663, Macross Frontier fleet

Daedelus Class Semi-Submersible Landing Vessel


COST: 59,578 CP
Manufacturer: OTEC Company/Shinnakasu Heavy Industries/UN Spacy

HEIGHT: 130m
WIDTH: 122m
LENGTH: 488m
WEIGHT: 570,500 tons
CREW: 1,600 (28 Officers, 1,000 Crew, 572 Combat troops including Pilots)

Hull Class: Medium Heavy


KILLS: 1600
ARMOR: SP 60
SPACES: 16

MA: 5 (32 knots surface, 18 knots submerged)


Turn: +6
Crew Grade: A (16+1d10)

System Kills Range


SL Communications 50 3,000 km
STR Sensors 100 400 km

Weapon Arc DMG Range WA Kills Payload


Decuple Missile Rack (2) All 12K 1272 +2 15 6
Can fire volleys of 6 missiles at a time. 30 more per launcher in storage
Multi-feed Missile (3) All * * * 20 4+4
* Sea Spray Missile: +1 WA, 20d10 Hits, Blast 50m, Range 70 km
* Harpoon Missile: +2 WA, 30d10 Hits, AP, Long Range, Range 110 km
20mm Vulcan Phalanx (3) All 1K 32 +2 5 50
BV5, Anti-Missile, Ammo bin is 13K
Torpedo Tubes (6) All 50K 123,597 +2 30 10
Mecha/Shuttle Compliment
Tomahawk 32
Spartan 32
Defender 32
Phalanx 0
Monster 1
Comanchero Helicopter 8
Sea Sergeant Helicopter 8
LH-2000 Helicopter 12
* In later years, replace all VF and destroids with the current standard VF/destroid units.
* During the 2009 voyage, the Macross added 40 Defender, 20 Phalanx and 2 Monster.

Optional Systems
Self Destruct, Radio/Radar Jamming [ECM Sensor/Radar, Value 5, Radius 100]
Life Support (1500 for 1 year)

Bays
Mecha: 3 bays (195 capacity)
Crew: 1 bay (6400 capacity)
Cargo: 1 bay (3200 ton capacity)
Medical Bay: 1 bay (6400 capacity)
Repair Bay: none

Multipliers
Engines MA 5 (-0.1), Environmentals [underwater, depth] (x0.1), Crew Quality A (x1.0)

Programme: Designed as a submergible armored transport for destroids and ground forces. The Daedelus
has a mix of pre-OT and OT weaponry.

Einstein Class Research Vessel


COST: 7,065,284 CP
Manufacturer: OTEC
Company/Three Star Heavy
Industries/UN Spacy

HEIGHT: 1600m
WIDTH: ?
LENGTH: 1250m
Connection Dock: 215m
WEIGHT: 5,500,000,000 tons
CREW: 27,500 total, excluding
tourists (1800 military crew, 25,500
civilian crew/scientists, 200
police/civil defense)

Hull Class: MegaHeavy +


KILLS: 4947
ARMOR: SP 110
SPACES: 2769

MA: 34 (Mach 3)
Crew Grade: A (16+1d10)
Escort Vessel: Ark Royal Escort Carrier

System Kills Range


MW Communications 200 1500 km
AH Sensors 300 3000 km

Weapon Arc DMG Range WA Kills Payload


None

Mecha/Shuttle Compliment
None

Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (400,000 for 30 years)
Pinpoint Barrier (heavy), Antigravity Drive, Holographic Day/Night System, Self Destruct
Advanced Sensors, Advanced Science Suites (+5 all scientific skill checks)
Internal Sub-compartmentalization (-3 on critical hit rolls)

Bays
Mecha: 1 bay (120 capacity)
Crew: 40 bays (484,000 capacity)
Cargo: 50 bays (302,500 ton capacity)
Medical Bay: 5 bays (60,500 capacity)
Repair Bay: 1 bay (120 capacity)

Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0), Weight Inefficient (x-0.2)

Programme: Designed for the purpose of investigating celestial and planetary phenomenon a given colony
fleet may encounter. Works in tandem with the Three Star Mobile Manufacturing Platform for research and
development of new technology. The Einstein is heavily compartmentalized internally, to prevent large
scale catastrophes from chemical leaks or explosions.
Fully-Automated Armory Planet
COST: way too much
Manufacturer: Protoculture, refitted by UN military and OTEC

HEIGHT: 3000 km
Medium Pod: 2400 km
Small Pod: 1000 to 2000 km
WIDTH: 6000 km
Medium Pod: 2400 km
Small Pod: 1000 to 2000 km
LENGTH: 15,000 km overall
WEIGHT: ?
CREW: 750,000 civilian workers, 150,000 military

Hull Class: MegaHeavy+ (1:100 scale)


KILLS: 22,000 (main), 15,000 (medium), 10,000 (small)
ARMOR: SP 200 (all)
SPACES: 500 (main), 300 (medium), 200 (small)

MA: 34 (Mach 3)
Crew Grade: A (16+1d10)
Pods: Has 3 medium pods and 6 small pods

System Kills Range


SH Communications 200 3,000 km
MgH Sensors 500 8,000 km

Weapon Arc DMG Range WA Kills Payload


Superheavy Laser (10,000) All 500K 6,437,376 +1 500 U
Warm Up 1
Strike Missile (1,000) All 700K 6,437,376 +1 90 U
Each missile takes 25K to destroy. Blast 15, Warm up 2
Light Laser (5,000) All 50K 123,597 +1 50 U
Missile Turret (5,000) All 12K 1272 +1 50 U
Long Range, Blast 2, Fires volleys of up to 10 per launcher
Torpedo Tube (30) F 50K 123,597 +1 50 U
Each torpedo takes 8K to destroy. Blast 5.
CIDS All 10K 36 +1 -- U

Mecha/Shuttle Compliment
Variable Glaug 500
Queadlunn-Rau 1,000
Nousjadeul-Ger 800
Raulon-Ve 300
VF-11C 3,000
VF-17 120
VF-19 60
* These are only the units on active duty. There are hundreds of each type of current variable fighter and
thousands of Glaug and Regult in storage. Assume the factory can mobilize double their numbers within a
few hours notice and all of their mecha within a few days. The factory can hold up to 24,000 mecha at any
given time.

Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (millions for centuries)
Anti-Gravity System, Pinpoint Barrier System: Medium in each pod and Heavy in main pod
Cloning Facilities, Repair/Construction Bays

Bays
Mecha: 200 bays (24,000 capacity)
Crew: 100 bay (121,000 capacity)
Cargo: 100 bays (605,000 ton capacity)
Medical Bay: 10 bay (121,000 capacity)
Repair Bay: 50 bays (6000 capacity)

Multipliers
Space Fold (x1.0), Engines MA 34 (x1.1), Crew Grade A (x1.0)

Construction/Repair Bays
The factory has hundreds of bays for building and repairing mecha and capital ships. Listed here
are approximate construction times to build various mecha and ships from base components (note that these
are simultaneously constructed). Each bay can produce approximately 2000 CP worth per day.
Item Manufacture Time Production Rate
Standard combat gear + sidearm 4 hours 200,000 per week
Standard mecha (VF-11C) 3 days 20,000 per week
Custom mecha (VF-11MAXL) 7 days 1,000 per week
Advanced mecha (VF-22) 14 days 200 per week
Small starship (Northampton) 2 months 3,000 per year
Large starship (Ark Royal) 6 months 1,000 per year
Variable starship (New Macross) 12 months 500 per year
Colony Vessel (Macross Class) 24 months 100 per year

Galaxy Patrol Ship


COST: 165,361 CP
Manufacturer: OTEC Company/UN Spacy

HEIGHT: 30.5m
WIDTH: 22.4m
LENGTH: 134m
WEIGHT: 750,000 tons
CREW: 76 total

Hull Class: Medium Heavy


KILLS: 1600
ARMOR: SP 80
SPACES: 16

MA: 28
Turn: +8
Crew Grade: A (16+1d10)

System Kills Range


SL Communications 200 3,000km
AH Sensors 300 3,000 km

Weapon Arc DMG Range WA Kills Payload


Rail Cannon (1) R 40K 3,200,000 +1 40 100
AP, BV3
Medium Laser Cannon (2) F 100K 250,000 +1 100 U
Missile Turret (2) All 12K 1272 +1 50 U
Long Range, Blast 2, Fires volleys of up to 10 per launcher
CIDS All 5K 24 +1 -- U

Mecha/Shuttle Compliment
None

Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (100 for 20 years)
Pinpoint Barrier System (medium), Antigravity Drive

Bays
Mecha: none
Crew: 1 bay (12,100 capacity)
Cargo: 1 bays (6050 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: none

Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0)
Programme: Designed for the purpose of short-range patrol near colonies and along primary trade routes.

Haruna Class Stealth Cruiser


COST: 984,425 CP
Manufacturer: OTEC Company/UN Spacy

HEIGHT: ?
WIDTH: ?
LENGTH: 350m
WEIGHT: 175,000 tons
CREW: 434 total (18 officers, 350 crew, 36 VF pilots, 30 soldiers)

Hull Class: Heavy Striker


KILLS: 1000
ARMOR: SP 60
SPACES: 10

MA: 34 (Mach 3)
Turn: +5
Crew Grade: A (16+1d10)

System Kills Range


MW Communications 200 1500 km
AH Sensors 300 3000 km
Weapon Arc DMG Range WA Kills Payload
Superheavy Laser (3) F 500K 6,437,376 +1 500 U
Warm Up 1
Strike Missile (4) F 700K 6,437,376 +1 90 6
Each missile takes 25K to destroy. Blast 15, Warm up 2
Light Laser (16) All 50K 123,597 +1 50 U
CIDS All 10K 36 +1 -- U

Mecha/Shuttle Compliment
VF-4 36
*Replace the mecha with the appropriate VF of the time.

Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (600 for 30 years)
Pinpoint Barrier System (medium), Self Destruct, Antigravity Drive

Bays
Mecha: 1 bays (120 capacity)
Crew: 1 bay (12,100 capacity)
Cargo: 1 bays (6050 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: 1 bay (120 capacity)

Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0), Active Stealth (x1.3)

Programme: Designed as one of the first capital warships to be built by the captured automated armory
satellite as a merging of human and Zentraedi technology.

Notes: The design of the VF rail launchers only allows it to launch 3 variable fighters per side per round.

Notable Ships of Class:


Algenicus: Command Ship of the Dancing Skulls Special Forces Squadron commanded by Max
and Miriya Jenius)
Red Moon: Commanded by Max Jenius and the birthplace of Mylene Jenius

Heaven Class Cemetery Ship


COST: 192,355 CP
Manufacturer: OTEC Company/Three Star Heavy Industries/UN Spacy
HEIGHT: ?
WIDTH: ?
LENGTH: ?
WEIGHT: 21,000,000 tons [unofficial estimate]
CREW: 7300 total, excluding tourists (1000 military crew, 3000
civilian crew, 300 police/civil defense, 3000 permanent civilian
population)

Hull Class: MegaHeavy+


KILLS: 2380
ARMOR: SP 90
SPACES: 40

MA: 34 (Mach 3)
Turn: +11
Crew Grade: A (16+1d10)
Escort Vessel: Northampton Stealth Frigate

System Kills Range


MW Communications 200 1500 km
STR Sensors 100 100 km

Weapon Arc DMG Range WA Kills Payload


None

Mecha/Shuttle Compliment
None.

Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (50,000 for 30 years)
Pinpoint Barrier (Medium), Antigravity Drive, Holographic Day/Night System, Self Destruct

Bays
Mecha: 1 bay (120 capacity)
Crew: 1 bay (12,100 capacity) + 15 bays for cemetery plots (181,500 capacity)
Cargo: 3 bays (18,150 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: none

Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0)

Programme: Designed for the purpose of traditional burial for those on a colony fleet who wish such
services. There is little information about this ship, so all stats have been approximated.

Hollywood Class Amusement Ship


COST: 748,660 CP
Manufacturer: OTEC Company/Three Star Heavy Industries/UN Spacy
HEIGHT: 1800m
WIDTH: ?
LENGTH: 1650m
Connection Dock: 60m
WEIGHT: 177,000,000 tons
CREW: 212,500 total, excluding tourists (1500 military crew, 8000 civilian crew, 3000 police/civil
defense, 200,000 permanent civilian population); can accommodate a maximum of 100,000 tourists

Hull Class: MegaHeavy +


KILLS: 3940
ARMOR: SP 110
SPACES: 196

MA: 34 (Mach 3)
Turn: +11
Crew Grade: A (16+1d10)
Escort Vessel: Ark Royal Escort Carrier

System Kills Range


MW Communications 200 1500 km
AH Sensors 300 3000 km

Weapon Arc DMG Range WA Kills Payload


None

Mecha/Shuttle Compliment
None.

Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (400,000 for 30 years)
Pinpoint Barrier (heavy), Antigravity Drive, Holographic Day/Night System
Entertainment & Recording Suites

Bays
Mecha: 1 bay (120 capacity)
Crew: 30 bays (363,000 capacity)
Cargo: 50 bays (302,500 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: 1 bay (120 capacity)

Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0)

Programme: Designed to provide entertainment to long-range colony fleets with replicas of famous
landmarks from before Space War I as well as all manner of electronic entertainment. It also serves a role
in auxiliary communications for UN forces through their Galaxy Network connections.

Mark Twain Class “Riverboat” Resort Ship


COST: 50,530 CP
Manufacturer: OTEC Company/Three Star Heavy Industries/UN Spacy

HEIGHT: ?
WIDTH: ?
LENGTH: 300m
WEIGHT: ? tons
CREW: 100 crew, 50 police/security, 1100 passengers

Hull Class: Heavy Striker


KILLS: 1000
ARMOR: SP 60
SPACES: 10

MA: 34 (Mach 3)
Turn: +5
Crew Grade: A (16+1d10)

System Kills Range


MW Communications 200 1500 km
STR Sensors 100 100 km
Weapon Arc DMG Range WA Kills Payload
None

Mecha/Shuttle Compliment
None.

Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (1500 for 30 years)
Pinpoint Barrier: Medium, Anti-Gravity System, Holographic Day/Night System

Bays
Mecha: 1 bay (25 capacity)
Crew: 1 bay (2500 capacity)
Cargo: 2 bays (2500 ton capacity)
Medical Bay: 1 bays (2500 capacity)
Repair Bay: none

Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0)

Programme: Designed for adult entertainment during long voyages; provides many forms of gambling,
risqué shows and a suite of high class hotels.

Neo Nupetiet Vergnitzs-bis


COST: 4,645,415 CP
Manufacturer: Worquli-Quatafilla/OTEC Company/UN Spacy

HEIGHT: ?
WIDTH: ?
LENGTH: 5730m
WEIGHT: 180,000,000 tons
CREW: 8979 total (125 officers, 3000 crew, 684 VF pilots, 150 reserve VF pilots, 4020 Zentraedi pilots,
1000 soldiers)

Hull Class: MegaHeavy +


KILLS: 3195
ARMOR: SP 110
SPACES: 199 + 155

MA: 34
Turn: +11
Crew: Grade A (16 + 1d10)

System Kills Range


MW Communications 200 1500 km
AH Sensors 300 3000 km
Weapon Arc DMG Range WA Kills Payload
Heavy Particle Cannon FF 5000K 6,437,376 +3 2000 U
Wide Beam (33 hex), Ultra-Beam, Warm-up 3, Clip 5
Superheavy Laser (20) F 500K 6,437,376 +1 500 U
Warm Up 1
Particle Beam (60) S 50K 123,597 +1 50 U
Light Laser (60) S 50K 123,597 +1 50 U
Missile Turret (100) All 12K 1272 +1 50 36
Long Range, Blast 2, Fires volleys of up to 6 per launcher
Torpedo Tube (60) F 50K 123,597 +1 50 U
Each torpedo takes 8K to destroy. Blast 5.
CIDS All 10K 36 +1 - U

Mecha/Shuttle Compliment
VF-11C 600
VA-3 or VA-14 60
VF-19 24
Neo Regult 3000
Neo Glaug 50
Neo Glaug Armored Sled 20
Neo Raulon-Ve 200
Neo Nousjadeul-Ger 300
Queadlunn-Rau 450
Quel-Quallie 6
Recovery Pods 4
Reentry Pods 12
Shuttlecraft 6

Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (10,000 for 20 years)
Pinpoint Barrier System (heavy), Antigravity Drive

Bays
Mecha: 227 (27,240 capacity)
Crew: 4 (48,400 capacity)
Cargo: 10 (60,500 ton capacity)
Medical Bay: 1 (12,100 capacity)
Repair Bay: 2 (240 capacity)

Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0)
Programme: The Neo Nupetiet Vergnitzs-bis Class Battleship is the largest ship in the UN Spacy Fleet at
over 5.7 km long it dwarves even the New Macross Class Carriers. Originally Zentraedi Nupetiet
Vergnitzs-bis Class Battleships, only a handful of these behemoths exist as the majority were destroyed in
the battle against Boddole Zer. Those that remained after the conflict where inducted into the UN Spacy
Fleet and underwent refitting to accommodate micronians into their crews.
Vrlitwhai Kridonak's Flagship was the first of the battleships to undergo refitting and introduction
and became the first ship of the new UN Spacy Fleet. Several of this class of ship left with the Megaroad-
01, as have others with other Fleets. One such ship accompanied the ill fated Macross-05 Fleet and was
destroyed on the ground by the Varauta.

Notes: The stats I found list this as 1,800,000 tons (approximately 1% of the weight of the original). Even
with the better technology of the New Unity Government and OTEC, I doubt they could sheer that much
mass off (not to mention it leaves no room for the required bays and systems). I am assuming this mass to
be a typo.

New Macross Class Colony Ship [1st Generation]


COST: 21,359,340 CP
Manufacturer: OTEC Company/Three Star
Heavy Industries/UN Spacy

HEIGHT: ?
WIDTH: 220m
LENGTH: 58,000m total
Docking Section: 800m
WEIGHT: 7,777,770,000 tons
CREW: 10,500 crew and soldiers, 350,000
colonists

Hull Class: MegaHeavy +


KILLS: 59,940
ARMOR: SP 110
SPACES: 7796
Projectile Shield: 20,000 Kills with SP 110
Beta armor (DC 40)

MA: 22 (Mach 1)
Crew Grade: A (16+1d10)
Escort Vessel: New Macross Variable Carrier

System Kills Range


MW Communications 200 1500 km
AH Sensors 300 3000 km
Weapon Arc DMG Range WA Kills Payload
None

Mecha/Shuttle Compliment
Variable Air Mecha 30
Variable Space Mecha 30
Variable Ground Mecha 60

Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (400,000 for 30 years)
Pinpoint Barrier (heavy), Antigravity Drive, Expansion Docking Ports (6), Self Destruct
Holographic Day/Night System

Bays
Mecha: 1 bay (120 capacity)
Crew: 40 bays (484,000 capacity)
Cargo: 50 bays (302,500 ton capacity)
Medical Bay: 5 bays (60,500 capacity)
Repair Bay: 1 bay (120 capacity)

Multipliers
Engines MA 22 (x0.6), Space Fold Generator (x1.0), Crew Grade A (x1.0)

Programme: Designed as the new generation long-range colony ship, replacing the Megaroad in 2030.
Features interior climate control, artificial day/night cycle, parks and a full range of urban lifestyle. The
New Macross colonies can have up to 6 external domes connected to them which provide additional space
for people and supplies. The disadvantage of these domes is that they are not protected by the city's
projectile shield, even when the shield is fully closed. Most of the time these domes are used for parks
and/or agriculture, though they are sometimes used to hold extra settlers. Such external habitats usually
become run-down quickly as they are not patrolled and maintained as frequently as the internal city is. The
Acshio section of City 7 is an example of such a module.

New Macross Class Colony Ship [5th Generation]


COST: 31,263,130 CP (57,468 CP per Island)
Manufacturer: OTEC Company/Three Star Heavy Industries/UN Spacy

Battle 25 highlighted
HEIGHT: 2000m
WIDTH: 550m [?]
Islands: 3,000m diameter
LENGTH: 15,000m total
Docking Section: ?m
Islands: 8,000m
WEIGHT: 16,550,000,000 tons
CREW: 10,500 crew and soldiers, 5,000,000 colonists and another 5,000,000 colonists on the island chains

Hull Class: MegaHeavy +


KILLS: 167,670
4500 for Islands
ARMOR: SP 110
SP 100 for Islands
SPACES: 16,479
500 for Islands
Projectile Shield: 160,000 Kills with SP 110 Beta armor (DC 400)
1000 Kills with SP 100 Beta armor for Islands

MA: 22 (Mach 1)
Crew Grade: A (16+1d10)
Escort Vessel: New Macross Variable Carrier

System Kills Range


MS Communications 100 10,000km
AH Sensors (excessive) 700 300,000 km

Weapon Arc DMG Range WA Kills Payload


None

Mecha/Shuttle Compliment
?
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (7,000,000 for 50 years)
Omnidirectional Barrier, Antigravity Drive, Expansion Docking Ports (6), Self Destruct
Holographic Day/Night System, Advanced Biosphere

Bays
Mecha: 1 bay (120 capacity)
Crew: 420 bays (5,082,000 capacity)
Cargo: 300 bays (1,815,000 ton capacity)
Medical Bay: 5 bays (60,500 capacity)
Repair Bay: 1 bay (120 capacity)

Multipliers
Engines MA 22 (x0.6), Space Fold Generator (x1.0), Crew Grade A (x1.0)

Macross F vs. Macross 7


Programme: The enormous Macross Frontier colony fleet consists of the Battle 25 attached to the front of
the massive Island 1 some 15 kilometers long (much larger than City 7, which was some 6 kilometers in
length). Nearly half of the 10 million residents of the Macross Frontier fleet reside in Island 1 under a dome
some 2,000 meters in altitude. The ground levels feature metro areas, hills, rivers, and oceans. Sky city is
located on the ceiling of the dome while there are several levels underground with residential zones and
storage space, gravity generators, propulsion systems, and so on. The shell remains up normally but is
closed during battles and space folds. A large cluster of other, smaller domed Islands are also attached
directly to the Macross Frontier in two large chains trailing behind the Island 1. Island 3 is noted to contain
an agricultural area, the Zentraedi mall Formo and an alien lifeform laboratory. In times of crisis, the
individual Islands have defensive shutters that envelope the dome to protect those inside. The city is
designed to be a meshing of San Francisco and Shibuya.

Notes: The only weight listing I have found was 16,550,000 which puts it weighing less than the Macross
7. I adjusted the weight up to 16,550,000,000.

New Macross Class Super-Dimensional Carrier


COST: 1,439,460 CP
Manufacturer: OTEC Company/Three Star Heavy Industries/UN Spacy
HEIGHT: 1710m in storm attacker mode
WIDTH: ?
LENGTH: 1510m in cruiser mode
WEIGHT: 7,700,00 tons
CREW: 104 officers, 2165 crewmen, 450 VF pilots, 60 soldiers/security

Hull Class: MegaHeavy+


KILLS: 2200 (500 for gunship)
ARMOR: SP 110, Alpha Class (SP 80 for gunship)
SPACES: 25 + 80

Storm Attacker Mode


Torso: 600K
Arms: 300K each, plus a 200K “shield” of Beta Class armor (SP 110, DC 40, DV-0)
Legs: 500K each

MA: 34 (Mach 3)
Turn: +11
Crew Grade: A (16+1d10)

System Kills Range


MW Communications 200 1500 km
AH Sensors 300 3000 km

Weapon Arc DMG Range WA Kills Payload


Heavy Particle Cannon FF 5000K 6,437,376 +3 2000 U
Wide Beam (33 hex), Ultra-Beam, Warm-up 3, Clip 5
Rail Cannon (4) All 120K 6,437,376 +1 120 U
AP
Strike Missile (8) F 700K 6,437,376 +1 90 U
Each missile takes 25K to destroy. Blast 15, Warm up 2
Light Laser (30) All 50K 123,597 +1 50 U
Missile Turret (12) All 12K 1272 +1 50 U
Long Range, Blast 2, Fires volleys of up to 10 per launcher
CIDS All 10K 36 +1 -- U

Mecha/Shuttle Compliment
VF-11C 336
VF-11C Full Armor 24
VF-14 or VA-14 24
VF-17 3
VF-19 3
SB-10 Starwing 10
Heavy VTOL 6
Multi-purpose VTOL 12
Shuttles 12
Conserax Probe 30
* This ship has an additional 60 VF-11C and 3 VF-17 in storage, and can be readied in a few hours notice.

Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (2,000 for 30 years)
Pinpoint Barrier System (heavy), Hypervelocity Launcher, Antigravity Drive

Bays
Mecha: 4 bays (480 capacity)
Crew: 1 bay (12,100 capacity)
Cargo: 2 bays (12,100 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: 1 bay (120 capacity)

Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0), Transformable (x0.4)

Programme: Designed primarily as an escort and command for the Macross Class colony ship. A few of
these vessels have been used as flagships for galaxy patrol fleets.

Notes: In carrier mode, the flight decks are the arm shields, and are covered in Beta class armor (DC 40).
Next Age variation starts with the 12th Macross Colonial Fleet [?], and is largely cosmetic in nature.

Notable Ships of Class:


New Macross 05 (launched 2036, destroyed 2045 by Varauta forces)
New Macross 07* (launched 2038, battle section destroyed 2046 by Protodeviln Gepernich)
New Macross13 (Next Age Carrier commandeered by the Black Rainbow Terrorist group &
modified with a Sound Jamming System to be used against the UN Spacy in an uprising against
the UNG.)
New Macross 21 (launched in 2031, destroyed over the Vajra homeworld in 2059)
New Macross 25 (launched in 2041, landed on Vajra homeworld in 2059)
* This particular vessel was upgraded to have a second hypervelocity launcher for the sound
booster units. During the last battle against the Protodeviln, the main particle cannon was converted into the
sound buster cannon. This ship was destroyed, but eventually rebuilt with the secondary launcher, but with
a normal cannon.
Northampton Class Stealth Frigate
COST: 642,136 CP
Manufacturer: OTEC Company/UN Spacy

HEIGHT: ?
WIDTH: ?
LENGTH: 250m
WEIGHT: 160,000 tons
CREW: 44 officers, 257 crewmen, 36 VF pilots, 8 soldiers/security

Hull Class: Heavy Striker


KILLS: 975
ARMOR: SP 70
SPACES: 15

MA: 34 (Mach 3)
Turn: +5
Crew Grade: A (16+1d10)

System Kills Range


MW Communications 200 1500 km
AH Sensors 300 3000 km

Weapon Arc DMG Range WA Kills Payload


Superheavy Laser (2) FF 500K 6,437,376 +1 500 U
Warm Up 1
Strike Missile (2) F 700K 6,437,376 +1 90 U
Each missile takes 25K to destroy. Blast 15, Warm up 2
Heavy Laser Cannon (1) F 200K 6,437,376 +1 200 U
Light Laser (12) All 50K 123,597 +1 50 U
Missile Turret (6) All 7K 1200 +1 50 U
Long Range, Blast 2, Fires volleys of up to 10 per launcher
CIDS All 10K 36 +1 -- U

Mecha/Shuttle Compliment
VF-11C 28
VF-17 4
VF-19 4
VF-22 1

Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (2,000 for 30 years)
Pinpoint Barrier System (medium), Self Destruct, Antigravity Drive, Extra Space (x5)

Bays
Mecha: 1 bays (120 capacity)
Crew: 1 bay (12,100 capacity)
Cargo: 1 bays (6050 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: 1 bay (120 capacity)

Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0), Passive Stealth (x0.2)

Programme: Designed as a multi-purpose fast vessel capable of escort, scouting, patrol, and front-line
combat.

Notable Ships of Class:


Bluenose (launched 2036 as part of the Macross 07 colony fleet)
Bolognese (launched 2036 as part of the Macross 07 colony fleet)
Bolognese 003 (launched 2036 as part of the Macross 07 colony fleet)
Bolognese 005 (launched 2036 as part of the Macross 07 colony fleet)
Bolognese 006 (launched 2036 as part of the Macross 07 colony fleet)
Carla 009 (launched 2036 as part of the Macross 07 colony fleet)
Lucy (launched 2036 as part of the Macross 07 colony fleet)
Stargazer (launched 2036 as part of the Macross 07 colony fleet, regarded as the fastest ship of the
fleet, destroyed 2046 by Protodeviln during Operation Stargazer)
Glendale FFM-805 (launched 2041 as part of the Macross Frontier colony fleet)
Amagi FFM-860 (launched 2041 as part of the Macross Frontier colony fleet)
Century FFM-796 (launched 2041 as part of the Macross Frontier colony fleet)
Eden FFM-810 (launched 2041 as part of the Macross Frontier colony fleet)
Arc Broom FFM-832 (launched 2041 as part of the Macross Frontier colony fleet)
Furious (launched 2041 as part of the Macross Frontier colony fleet)
Bluewhale FFM-866 (launched 2041 as part of the Macross Frontier colony fleet)
Starline (launched 2041 as part of the Macross Frontier colony fleet)
Prometheus Class Semi-Submersible Aircraft Carrier
COST: 87,764 [+4,911,616 for Falcon Sprint Missiles]
Manufacturer: OTEC Company/Shinnakasu Heavy Industries/UN Spacy

HEIGHT: 120m
WIDTH: 156m
LENGTH: 512m
WEIGHT: 511,280 tons
CREW: 1,500 (30 Officers, 1,300 Crew, 170 Combat troops including Pilots)

Hull Class: Medium Heavy


KILLS: 1600
ARMOR: SP 60
SPACES: 16

MA: 5 (35 knots)


Turn: +8
Crew Grade: A (16 + 1d10)

System Kills Range


MW Communications 200 1500 km
SL Communications 100 3000 km

Weapon Arc DMG Range WA Kills Payload


Decuple Missile Rack (3) All 12K 1272 +2 15 6
Can fire volleys of 6 missiles at a time. 30 more per launcher in storage
Falcon Sprint Missile (4) All * 192 +3 20 8
24 missiles per launcher in storage. Nuclear, Blast 8
* 20d10 Hits and Blast 50m at 10T; 30d10 Hits and Blast 100m at 50T; 40d10 Hits and Blast
150m at 100T, 50d10 Hits and Blast 250m at 150T; 60d10 Hits and Blast 300m at 200T; 70d10 hits and
Blast 400m at 250T
20mm Phalanx (4) All 1K 32 +2 5 50
BV5, Anti-Missile, Ammo bin is 13K
Torpedo Tubes (4) All 50K 123,597 +2 30 10

Mecha/Shuttle Compliment
VF-1 50
Tomahawk 8
Spartan 8
Defender 16
Comanchero Helicopter 24
Sea Sergeant Helicopter 8
LH-2000 Helicopter 12
* In later years, replace all VF and destroids with the current standard VF unit.

Optional Systems
Radio/Radar Jamming [ECM Sensor/Radar, Value 5, Radius 100] , Life Support (1500 for 1 year)
Self Destruct

Bays
Mecha: 2 bays (130 capacity)
Crew: 1 bay (6400 capacity)
Cargo: 1 bay (3200 ton capacity)
Medical Bay: 1 bay (6400 capacity)
Repair Bay: none

Multipliers
Crew Quality A (x1.0), Environmentals [underwater, depth] (x0.1), Engines MA 5 (-0.1)

Programme: Designed as semi-submersible aircraft carrier for naval operations.

Riviera Class Resort Ship


COST: 23,485,360 CP
Manufacturer: OTEC Company /UN Spacy

HEIGHT: ?
WIDTH: ?
LENGTH: 6300m
WEIGHT: 10,700,000,000 tons
CREW: 74,300 total, excluding tourists (1000 military crew, 3000 civilian crew, 300 police/civil defense,
70,000 permanent civilian population); can accommodate a maximum of 80,000 tourists

Hull Class: MegaHeavy +


KILLS: 55,670
ARMOR: SP 110
SPACES: 5369

MA: 34 (Mach 3)
Turn: +11
Crew Grade: A (16+1d10)
Escort Vessel: Ark Royal Escort Carrier

System Kills Range


MW Communications 200 1500 km
AH Sensors 300 3000 km

Weapon Arc DMG Range WA Kills Payload


None

Mecha/Shuttle Compliment
None.

Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (400,000 for 30 years)
Pinpoint Barrier (heavy), Antigravity Drive, Holographic Day/Night System, Self Destruct
Internal Sub-compartmentalization (-4 on critical hit rolls)

Bays
Mecha: 1 bay (120 capacity)
Crew: 40 bays (484,000 capacity)
Cargo: 50 bays (302,500 ton capacity)
Medical Bay: 5 bays (60,500 capacity)
Repair Bay: 1 bay (120 capacity)

Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0), Weight Inefficient (x-0.2)
Programme: Designed as a long-range marine resort and research vessel as well as providing fresh
seafood and kelp.

Notable Ships of Class:


Riviera 05 (launched 2034 as part of the Macross 05 colony fleet. Captured and destroyed by the
Varauta in 2045)
Riviera 07 (launched 2036 as part of the Macross 07 colony fleet. Captured by Protodeviln in
2046 but recaptured by UN Spacy forces during the final battle of the UN Spacy/Varauta war)

SDF-1 Macross (2012 overhaul)


COST: 2,877,033 CP
Manufacturer: OTEC Corporation

HEIGHT: 312m
WIDTH: 600m
LENGTH: 1200m)
WEIGHT: 22,000,000 tons
CREW: 200,000 personnel and soldiers

Hull Class: MegaHeavy +


KILLS: 2700
ARMOR: SP 100
SPACES: 51

MA: 28 (Mach 2)
Turn: +11
Crew Quality: A (16+1d10)

System Kills Range


MW Communications 200 1500 km
AH Sensors 300 3000 km

Weapon Arc DMG Range WA Kills Payload


Heavy Particle Cannon FF 5000K 6,437,376 +3 2000 U
Wide Beam (33 hex), Ultra-Beam, Warm-up 3, Clip 5, Limited Firing
178 cm Rail Cannon (4) All 120K 6,437,376 +1 120 U
AP
Superheavy Laser (8) * 500K 6,437,376 +1 500 U
Warm Up 1
Heavy Laser Cannon (1) F 200K 6,437,376 +1 200 U
Light Laser (16) ** 50K 123,597 +1 50 U
Strike Missile (12) F 700K 6,437,376 +1 90 U
Each missile takes 25K to destroy. Blast 15, Warm up 2
Missile Turret (12) All 12K 1272 +1 50 U
Long Range, Blast 2, Fires volleys of up to 10 per launcher
Missile Turret (48) All 7K 1200 +1 50 U
Fires volleys of up to 10 per launcher
CIDS All 10K 36 +1 -- U
* One is located on the main body forwards of the bridge (chest in Storm Attacker mode), one is on the
lower main hull (Lower back in Storm Attacker mode), two on each main gun beam and one on the back of
each engine block (back of the legs in Storm Attacker mode.) Each gun has a 180 degree arc of fire.
** Two are located on each shoulder, one on the top hull/chest, one on the lower hull/rear torso, 2 on each
thigh, 1 on each secondary thruster/side torso, two on each main gun pod, and one on each lower leg. Each
turret can rotate 360 degrees with a 180 degree arc of fire.

Mecha/Shuttle Compliment
VF-1 Super 300+
* Replace VF with current top of the line VF model in later campaigns

Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Self Destruct
Pinpoint Barrier System (medium), Extra Space (x10), Antigravity Drive

Bays
Mecha: 3 bays (360 capacity)
Crew: 23 bays (278,300 capacity)
Cargo: 5 bays (30,250 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: 1 bay (120 capacity)

Multipliers
Engines MA 28 (x0.8), Hyperspace Engine (x1.0), Transformable (x0.4), Crew Grade A (x1.0)
Programme: In 2012 the SDF-1 received a makeover replacing the Prometheus and Daedelus Carriers for
ARMD platforms, replacing temporary bolted on gun emplacements for permanent weapon emplacements
to serve as protection for the UN Armed Forces Headquarters, and Macross city. The SDF-1's last combat
engagement was during the 30th Armistice Celebration in 2040 when the virtual pop idol Sharon Apple
took control of the SDF-1's Intelligence Net Core and raised the SDF-1 out of Macross Lake to use its
automated systems to fire on 1st Lieutenant Isamu Dyson. Lt. Dyson defeated Sharon Apple by crashing
through the Macross's armor plating and destroying the Intelligence Net Core. UN Spacy engineers and
technicians replaced the core as soon as everyone was awakened from Sharon’s hypnotic trance. From the
SDF-1 Sharon Apple was able to take control of the Earth Defense Force orbital lasers and the
experimental X-9 Ghost as the SDF-1 is the hub of the Earth defense network. In early 2051, the Macross is
destroyed to prevent it from falling into the hands of the anti-UN terrorist group Black Ravens.

Notes: Commanded by Captain Higgins during Sharon Apple incident.

Sentinel Class Stealth Carrier


COST: 266,334 CP
Manufacturer: OTEC Company/Shinsei Heavy Industries/UN Spacy

HEIGHT: 24.5m
WIDTH: 18.4m
LENGTH: 114m
WEIGHT: 650,000 tons
CREW: 78 total (4 officers, 54 crew, 6 VF pilots, 6 reserve VF pilots)

Hull Class: Medium Heavy


KILLS: 1600
ARMOR: SP 70, Alpha Class (DC 20)
SPACES: 16

MA: 34 (Mach 3)
Turn: +8
Crew Grade: A (16+1d10)

System Kills Range


MW Communications 200 1500 km
AH Sensors 300 3000 km

Weapon Arc DMG Range WA Kills Payload


Heavy Laser All 200K 6,437,376 +1 200 U
Medium Laser Cannon F 100K 250,000 +1 100 U
Missile Turret (2) All 12K 1272 +1 50 U
Fires volleys of up to 9 per launcher
Missile Turret (2) All 7K 1200 +1 50 U
Fires volleys of up to 6 per launcher
Torpedo Tube (2) F 50K 123,597 +1 50 24
Each torpedo takes 8K to destroy. Blast 5. May fire up to 6 at a time.
CIDS All 10K 36 +1 -- U

Mecha/Shuttle Compliment
VF-19 or VF-22 6

Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (2200 for 30 years)
Pinpoint Barrier System (light), Antigravity Drive

Bays
Mecha: 1 bays (65 capacity)
Crew: 1 bay (6400 capacity)
Cargo: 1 bay (3200 ton capacity)
Medical Bay: 1 bay (6400 capacity)
Repair Bay: 1 bay (65 capacity)

Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0), ECM Stealth (x0.9)
Programme: Designed as a surgical strike fast attack vessel with a small compliment of advanced variable
fighters.

Notes: Despite standard rules about making bays space efficient, this vessel has compact bays that cost the
same as normal ones, but hold less. The mecha bay and repair bay are the same unit.

Notable Ships of Class:


Valhalla III – engaged in Operation Orpheus in 2047.

Sunnyflower Agricultural Ship


COST: 5,398,105 CP
Manufacturer: OTEC Company /UN Spacy
HEIGHT: ?
WIDTH: 2750m
LENGTH: 2500m
Connector Section: 130m
WEIGHT: 150,000,000 tons [weight unknown, estimated based on similar ships]
CREW: 11,200 total (1000 crewmen, 10,000 agricultural researchers, 200 police/civil defense)

Hull Class: MegaHeavy +


KILLS: 3670
ARMOR: SP 110
Dome Shields: 14 sections each having 800K with SP 110 armor
SPACES: 169
Escort Vessel: Clemenceau Stealth Carrier

MA: 34 (Mach 3)
Turn: +11
Crew Grade: A (16+1d10)

System Kills Range


MW Communications 200 1500 km
STR Sensors 100 100 km

Weapon Arc DMG Range WA Kills Payload


None

Mecha/Shuttle Compliment
None.

Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (15,000 for 30 years)
Pinpoint Barrier (heavy), Antigravity Drive, Holographic Day/Night System

Bays
Mecha: 1 bay (120 capacity)
Crew: 10 bays (12,100 capacity)
Cargo: 50 bays (302,500 ton capacity)
Medical Bay: 1 bay (1210 capacity)
Repair Bay: 1 bay (120 capacity)

Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0)

Programme: Designed for mobile food production and storage center for colony fleets. It also provides
some isolated sections for researching xeno-botany.

Three Star Mobile Manufacturing Platform


COST: 1,115,610 CP
Manufacturer: OTEC Company/Three Star Heavy Industries/UN Spacy

HEIGHT: 1250m
WIDTH: ?
LENGTH: 2000m excluding rear boom (7950m total)
WEIGHT: 210,000,000 tons
CREW: 233,000 total (5000 military crew, 50,000 civilian crew, 3000 police/civil defense, 175,000
permanent civilian population)

Hull Class: MegaHeavy +


KILLS: 4270
ARMOR: SP 110
SPACES: 229

MA: 34 (Mach 3)
Turn: +11
Crew Grade: A (16+1d10)
Escort Vessel: Northampton Stealth Frigate
System Kills Range
MW Communications 200 1500 km
AH Sensors 300 3000 km

Weapon Arc DMG Range WA Kills Payload


None

Mecha/Shuttle Compliment
None

Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (250,000 for 20 years)
Pinpoint Barrier (heavy), Antigravity Drive, Holographic Day/Night System, Self Destruct
Onboard Material Processing and Factory Suite

Bays
Mecha: 1 bay (120 capacity)
Crew: 20 bays (242,000 capacity)
Cargo: 50 bays (302,500 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: 10 bays (1200 capacity)

Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0)

Programme: Designed to perform large-scale repairs and replace/build new ships while en-route to the
colony fleet’s destination.

Construction/Repair Bays
The ship has dozens of bays for building and repairing mecha and capital ships. Listed here are
approximate construction times to build various mecha and ships from base components (note that these are
simultaneously constructed). Each bay can produce approximately 1000 CP worth per day.
Item Manufacture Time Production Rate
Standard combat gear + sidearm 4 hours 2500 per week
Standard mecha (VF-11C) 3 days 36 per week
Custom mecha (VF-11MAXL) 7 days 5 per week
Advanced mecha (VF-22) 14 days 2 per week
Small starship (Northampton) 2 months 10 per year
Large starship (Ark Royal) 6 months 2 per year
Variable starship (New Macross) 12 months 1 per year
Yamagumo Class Stealth Frigate
COST: 645,250 CP
Manufacturer: OTEC Company/UN Spacy

HEIGHT: ?
WIDTH: ?
LENGTH: 250m
WEIGHT: 160,000 tons
CREW: 44 officers, 257 crewmen, 36 VF pilots, 8 soldiers/security

Hull Class: Heavy Striker


KILLS: 975
ARMOR: SP 80
SPACES: 15

MA: 34 (Mach 3)
Turn: +5
Crew Grade: A (16+1d10)

System Kills Range


MW Communications 200 1500 km
AH Sensors 300 3000 km

Weapon Arc DMG Range WA Kills Payload


Superheavy Laser (2) FF 500K 6,437,376 +1 500 U
Warm Up 1
Strike Missile (2) F 700K 6,437,376 +1 90 U
Each missile takes 25K to destroy. Blast 15, Warm up 2
Heavy Laser Cannon (1) F 200K 6,437,376 +1 200 U
Light Laser (12) All 50K 123,597 +1 50 U
Missile Turret (6) All 7K 1200 +1 50 U
Long Range, Blast 2, Fires volleys of up to 10 per launcher
CIDS All 10K 36 +1 -- U

Mecha/Shuttle Compliment
VA-14 28
VF-17 4
VF-19 4
VF-22 1

Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (2,000 for 30 years)
Pinpoint Barrier System (medium)
Bays
Mecha: 1 bays (120 capacity)
Crew: 1 bay (12,100 capacity)
Cargo: 1 bays (6050 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: 1 bay (120 capacity)

Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0), Passive Stealth (x0.2)

Programme: Designed as a multi-purpose fast vessel capable of escort, scouting, patrol, and front-line
combat.

Notes: This is a Zentraedi styled Northampton with slightly increased armor.

Typical Fleet Composition


Each fleet list is only the typical composition, and can be customized as needed so
that a colony fleet might include rebuilt Meltran ships or such. The fleet composition
listing does not include any extra fleet structure such as the 8-12 Clemenceau or
Northampton that accompany each Beginhill ship or the mecha compliment of any
vessel. Any given fleet may include refitted Zentran or Meltran vessels, however they are
not standard to the fleet composition.
If the GM wishes to increase the size of these fleets it is understandable. The
anime often shows the fleet losing a dozen vessels in a single episode so this is not a big
stretch to increase the ship compliment. Some fleets were specialized, such as the
Macross 7 fleet, which was sent out to expand the Galactic Network near the galactic
core.
Standard Battlefleet – 5-6 Ark Royal Escort Carriers, 10-12 Clemenceau Class
Stealth Frigates, 15-20 Northampton or Yamagumo Class Stealth Frigates
Galaxy Patrol Fleet – 4 Ark Royal Escort Carriers, 6 Clemenceau Class Stealth
Frigates and 10 Northampton Class Stealth Frigates. Twenty of these fleets are lead by a
New Macross Class Battle Carrier. (There are 35 Galaxy Patrol fleets total by 2050.)
Outer Space Special Science Force [OSSSF] Fleet – 1 Ark Royal Escort Carrier, 1
Clemenceau Class Stealth Frigate, 1-2 Northampton Class Stealth Frigates, 1 Beginhill
Training Ship, 1 Einstein Research Vessel, 1 Iowa Provisions Supply Ship. (Not
including individual ship escorts)
Standard Long-Distance Colony Fleet – 1 Macross Class Colony Ship with New
Macross Class Battle Carrier, 1-4 Three-Star Mobile Manufacturing Platform, 1 Einstein
Research Vessel, 1-3 Beginhill Training Ship, 1 Mark Twain Resort Vessel, 1
Sunnyflower Agricultural Platform, 1 Riviera Marine Resort Vessel, 1 Heaven Cemetery
Ship, 6-10 Clemenceau Class Stealth Frigates, 15-20 Northampton or Yamagumo Class
Stealth Frigates, 4-10 Ark Royal Escort Carriers, 4-8 Iowa Provisions Supply Ship (Not
including individual ship escorts) *

* In episode 23 [timeframe 9:12] of Macross 7, it clearly shows three New Macross class
colony ships in the Macross 5 fleet landing on Raxx. Furthermore, the Macross 7 fleet is
listed as having seven Three Star Mobile Manufacturing Platforms and that their mission
wasn’t colonization but rather to expand the Galaxy Network.
Furthermore, in Macross Frontier, the Macross 11 fleet was not shown with any
such support vessels. Nor did the Macross Frontier have any Beginhill, Sunnyflower or
the like.

Standard Mid-Generation Long-Distance Colony Fleet (totals breakdown)


This is a breakdown of a typical colony fleet, including all escorts and mecha
compliment. Assume a basic fleet has around five to six thousand infantry and marines
plus ground vehicles for ground protection once the colony ships have landed. This list
does not include any others that may join the fleet later or are built while en route to the
fleet’s destination, nor any civilian vehicles.
1x Macross Class Colony Ship
1x New Macross Class Battle Carrier
2x Three Star Mobile Manufacturing Platform
1x Einstein Research Vessel
2x Beginhill Training Vessel
1x Mark Twain Casino Riverboat
1x Sunnyflower Agricultural Ship
1x Riviera Resort Ship
1x Heaven Cemetery Ship
5x Iowa Provisions Supply Ship
12x Ark Royal Escort Carrier
22x Northampton or Yamagumo Stealth Frigate
11x Clemenceau Stealth Carrier
5040x VF-11C (+ 165-200 in reserve)
24x VF-11C Full Armor (up to an additional 500 can be upgraded)
180x VA-14 or VF-14
139x VF-17
103x VF-19
22x VF-22
264x VA-3
30x Air Variable Mecha
30x Space Variable Mecha
60x Ground Variable Mecha
10x SB-10 Starwing Heavy Bomber
6x Heavy VTOL
12x Multi-purpose VTOL
30x Shuttlecraft

Macross 7 Fleet
The 37th long-distance colonization fleet consisted of 1x Battle 7/City 7 (Macross
7), 1x Einstein Research Experimental Ship, 1x Hollywood Amusement Ship, 1x Riviera
Resort Ship, 1x Sunnyflower Agricultural Ship, 7x Three Star Factory Ship, 1x Beginhill
Class Macro-Training Base Ship, one or more Mark Twain VII Resort Ships, 1x Heaven
cemetery ship, 45x Clemenceau Class Stealth Carriers (for use in space), 20x Ark Royal
Class Escort Battle Carriers (for use in air and space) and lastly 126x Northampton (for
use in air and space). The ship-carried aircraft/spacecraft for the entire fleet consisted of
approximately 1,800x variable fighters (mostly VF-11C Thunderbolts), 600x variable
attack craft, 9x variable bombers, 120x electronic reconnaissance fighters, 60x cargo
plane/freight transports and 100x liaison craft. Total fleet count is 207 large ships and
2,689 small craft.

Chapter 6 – UN Installations
This chapter covers the various bases of the UN military. Before Space War I, the
UN constructed bases on the Earth’s moon and the SALLA base on Mars. After the UN
rebuilds most of the Earth after the war, they begin building UN bases on several of the
colonies to extend their protection over the colonists and to help police the space in
between the colonies.

UN Spacy Headquarters

Technically it is the headquarters of the entire UN government and military. The


main hub of the government is the refitted Macross, forever locked into Storm Attacker
configuration. It sits in a crater that has filled up with water (Macross Lake) up to the
vessel’s hip actuators. Since the lower levels are watertight, the entire vessel has had its
interior redone to hold the greater majority of the government’s facilities.
Other important buildings are set out in front of the Macross, with the rest of
Macross City expanding out from around the edge of the lake. For complete stats, see the
SDF-1 Macross entry in the capital ship section.

SDF-1 Macross secondary bridge


UN Government Fully Automated Armory Satellite
This installation was captured from Zentraedi forces in 2010 and since then has
undergone massive upgrades to increase its efficiency, both for space used and for
materials processing. The satellite sits in synchronous orbit between earth and the moon,
and is protected by a dedicated branch of the EDF. For complete stats, see the entry in the
capital ship section.

Grand Cannons
The grand cannons were a development made for the defense of Earth against the
impending alien invasion. The grand cannons drew on internal energy from the Earth
which was focused and boosted into an immense beam that has more destructive
capability than even the main particle cannon of the SDF-1, possibly rivaling the
diverging beam planetary assault cannon on Boddole Zer’s mobile base.

Grand Cannon Shaft


There were several of these units built; one in Alaska, one in Australia, one in
Africa and one on the moon. This would provide total global coverage in the event of an
attack from space. Unfortunately, the Zentraedi attacked the earth before they were all
completed, leaving only the Alaska cannon to defend the earth (some sources indicate
this cannon overloaded and had a meltdown after firing, causing the UN to abandon the
design and use).
In Mekton terms, this is a planet-bound weapon similar to that of the planetary
assault particle beam cannon found on the Fulb-Berrentz fleet flagship. Since it is a
planetary weapon, it has a better recharge time.
Statistics
Outer diameter: 1 km
Inner diameter (main shaft): 800 meters
Depth (main shaft): 5 km
Depth (headquarters): 6 km
Elevation: 120 degrees
Duration of fire: 40 seconds
Damage: 500,000K Kills: 50,000
WA: +3 Range: 6,437,376(321,868.8 km)
Notes: Wide Beam (330 hex), Ultra-Beam (4 rounds), Warm-up (1 hour)
Eagle’s Nest Aerial Tactics Center
This is a training facility for variable fighter pilots. For a time, ace pilot Miriya
Jenius was the head instructor before retiring from the military to become the mayor of
City 7 in the 7th Macross Colonial Fleet. This center produces a large number of ace
pilots each year which are typically assigned to fleet special forces such as Diamond
Force or serve in the SSS.

New Edwards Test Flight Center

This base is located on the planet Eden. The installation is used by the UN
military as a testing ground for experimental variable fighters. It is here that Project
Supernova was held in 2039-2040, with Isamu Dyson and Guld Bowman competing
against each other.

UN Biological Weapons Research Base


Located on New Asia. This facility was closed down by the UN after they decided
that biological weapons were a clear violation of the UNG charter, and later was
destroyed as a biohazard in 2047.

Susia Weapons Research Base


Located on Susia. The Susia facility works on developing new weapons systems
for mecha and capital ships.

Europa 7 Base
Located on the moon of Europa, around Jupiter. This base is heavily defended
with both orbital defenses and a large fleet of capital ships, and serves as the first line of
defense against invading Zentraedi fleets.

Chapter 7 – UN Tactical School


This chapter covers basic and advanced tactics used by the UN military and
includes those used by ground, sea, air and space forces. While this information may be
used for other military forces with the appropriate tech, these are primarily used by the
forces of the UN military.

Variable Fighters
Variable fighters form the core of the UN military mecha compliment. They were
designed for supreme versatility in combat. Almost all of them have three configurations,
each with particular roles in mind.
Fighter – This configuration has the highest speed and used for travel, aerial
scouting, bombing and dogfights. This configuration is required to achieve escape
velocity over an earth-size planet. The fighter is typically used in the initial stages of
combat where it is equipped with missile payloads on the wing and fuselage hardpoints
since they usually must be fired before assuming battroid configuration. Fighter
configuration is also used extensively in space combat.
Battroid – This configuration is used primarily for ground combat, since it mimics
the motions of a human soldier. The battroid has superior maneuverability of the three
forms, and sometimes has access to more weapons than the other forms. The battroid is
also used in space battles where they must deal with opponents from multiple directions.
The battroid gains the benefits of taking advantage of ground cover.
Gerwalk – This configuration combines advantages from the other two forms to
some extent. It has better speed and flight capability than the battroid, but not as good as
the fighter. It can take advantage of ground cover and has the arms and legs of a battroid,
but cannot mimic the same range of motion that the battroid can. The gerwalk has the
added benefit of being a skimmer, allowing it to “skate” across land and water. This
grants it superiority in high speed ground combat or ground reconnaissance.

Combat Maneuvers
General
This group of tactics can apply to destroids, variable fighters, stations and capital
ships.
Alpha Strike – This is a standard tactic used by most military forces. With an alpha strike,
the mecha or vessel fires all available weapons in a single volley, typically on the first
round of combat, to maximize damage and attempt to cripple or destroy the enemy. Most
capital ship combat computers are designed for such attacks as well as having the power
supply to do it. An alpha strike uses the highest WA modifier available and is effective to
the shortest weapon range. Quite often this is used by variable fighters to fire all
hardpoint mounted missiles simultaneously.
Variable fighters and destroids can perform an alpha strike by using both of their
actions for that round and making an TECH + Computer Use check at TN 15 (TN 5 for
hardpoint mounts; they are designed for it). If the roll fails, the alpha strike still works
but the power control circuits are fried and the mecha cannot fire any energy weapons or
use active stealth or pinpoint barrier systems until repaired. Capital ships are designed
specifically for such tactics and do not need to make any such roll.

Tailing, Lock-On and Reverse Tail – This is a set of maneuvers that can be done in any
situation other than walking (too slow).
Tailing – This is simply when one combatant chases another, gaining a +2 bonus
to attack rolls for attacking the rear arc.
Lock-On – Once a tail has been established, the chaser may attempt to lock on.
This is done during the movement phase and does not take any actions to attempt. The
combatants make an opposed MR + Piloting + 1d10 roll. If the leader succeeds, a lock on
cannot be achieved. If the chaser succeeds, he locks on, with the following rules:
1) The tail may always move with the target, maintaining the same relative
distance to the target.
2) The tail will move with the target when the target moves regardless of MR
or initiative score.
3) The tail must move as the target moves; that is if the target goes left, the
tail must go left.
4) The tail must still expend any needed actions to match the target.
Breaking – Breaking a tail occurs when one of the following events takes place:
1) The tail does not have enough actions to match the target.
2) The tail is unable to duplicate a maneuver; for instance if a conventional
jet fighter tails a variable fighter that shifts to gerwalk to go to ground, the
tail will be lost.
3) The tail breaks off voluntarily.
4) The target reverses the tail.
Reverse Tail – The target can attempt to reverse the situation and tail his
opponent. Both combatants make a MR + Piloting + 1d10 roll (the lead has a -3 penalty).
If the lead succeeds, he now is the tail and automatically has Lock-On, and the former tail
moves ahead 2 hexes (100m). The lead may also use more advanced maneuvers such as
cobra maneuver or ViFFing.

Variable Fighters & Fixed Wing Aircraft


Most VF units are designed as high performance interceptors and dogfighters, and
their tactics reflect this. The VFs are fast and maneuverable, and are capable of stunts that
lesser aircraft cannot even attempt. All but a few VFs are able to change forms quickly
enough that it does not cost the pilot an action; and from this the VF gains further
adaptability in combat.
The standard tactics for UN VF units is to use the fighter mode for traditional
dogfighting, to use the increased speed to close combat range or to travel long distances.
The battroid mode is preferred for most combat since it grants the pilot near-perfect
imitation of his own movement abilities. The gerwalk mode is the least used, typically
reserved for reconnaissance on the ground.
For the purpose of dogfighting, the “defender” is the leader and the “attacker” is
the chaser (assume attacking from behind).

Cobra Maneuver – This is a dangerous but useful tactic, that cannot be done in
conventional aircraft (they lack the necessary structure and directional thrusters). By
throttling full speed and then pulling back on the control stick while pushing all thrusters
“up”, the pilot can make his fighter rise up like a cobra. The fighter still moves forward
but also moves upward. Its primary use is similar to quick stop (see below), but is harder
for the chaser to counter. The pilot must make a piloting check at -4, and if successful the
pilot will not decelerate, but is considered to have decelerated by 24 MA for purpose of
the chaser’s speed. If the pilot is being tailed, the chaser must make a piloting check at -5
or overshoot the pilot. Cannot be done outside an atmosphere.
Once the velocity and G-force begins to reduce, the pilot can make his fighter
“slip” sideways to attack if his chaser also uses this technique.

Nape of the Earth – This is a dangerous, yet effective tactic where the pilot flies under
radar coverage by following the natural terrain features. This cannot be done at full
speed, and requires a piloting roll each round (failing usually means clipping the terrain
or crashing). The pilot must roll piloting with a -3 penalty up to MA 13 and -4 up to MA
44. This cannot be used at speeds over MA 44 (2,200 meters per round or Mach 5). While
using this maneuver, the unit imposes a -5 penalty to detection rolls by long-range land or
water based radar units.

QN69 Maneuver – This is a difficult maneuver involving multiple rolls and directional
changes while flying in any mode. The pilot must make an AGIL + Mecha Pilot roll at
TN 20, and then a BOD roll at TN 15 if successful to avoid blacking out for 1d6 rounds
from the increased G-forces. If the maneuver is successful, the pilot avoids all attacks for
that round (regardless of the attack roll) but cannot make any attacks of his own.

Quick Stop – Under normal circumstances, an aircraft can only decelerate 12 MA per turn
by safe methods. A pilot can deploy air breaks and flaps (and landing gears if he’s brave
enough) to create increased wind resistance to decelerate quicker. The pilot must make a
piloting check at -3, and if successful the pilot will decelerate up to 24 MA that round. If
the pilot is being tailed, the chaser must make a piloting check at -4 or overshoot the
pilot. Cannot be done outside an atmosphere.
Rock ‘n Roll – This is a collective phrase for rolling the plane back and forth to avoid
ballistics fire and reduce the chance of a missile lock. The pilot can use both actions in a
given round to make a defense vs. missiles roll (see basebook) with a +5 bonus.

Rolling Volley – This attack involves a fighter rotating while firing weapons; typically a
missile swarm. This requires both actions for a round, but provides both a +3 penalty to
enemy attack rolls as well as the TN to dodge/parry or shoot down your attack.

Tail Slide – This maneuver is another one used for evasive piloting. The pilot pulls the
aircraft into a climb and then gradually pulls back on the throttle near the top of the
climb. The aircraft will “hover” for one turn and then begin to fall back to the earth tail
first. The pilot then swings the nose in the direction he wishes and then pushes the
throttle. It is dangerous (-4 to piloting) but is quite effective in ditching a chaser. Cannot
be done outside an atmosphere (there is no up or down).

Transforming Dodge – With this maneuver, the pilot changes from one mode to another
(usually battroid to fighter) to take advantage of the increased speed or maneuverability
of the other mode. Quite often this is done to avoid incoming missiles or other projectile
fire. The pilot must make an AGIL + Mecha Pilot roll at TN 15 to shift forms in time. If
successful, the pilot can use the new mode’s bonuses to MV, MR and MA to avoid an
attack instead of the mode the VF was in when the attack was made.

Wingover – This is a basic maneuver used for high-speed turns. The pilot simply turns the
plane part of the way and rolls the plane so that it points in the direction desired. This
only has a -1 penalty to piloting rolls.

Vectoring in Forward Flight – (ViFFing) This maneuver can only be done by aircraft
with VTOL capabilities, such as most variable fighters. The pilot switches quickly from
horizontal thrust to vertical thrust. This maneuver is seen often in Macross when a VF in
fighter mode stops thrust, pivots the leg thrusters under to point forward, and re-engages
the thrust to stop quickly. The pilot (and chaser) make piloting checks as listed under
Quick Stop, but the pilot can drop his speed by up to 36 MA and gains a +2 bonus to
initiative next turn.

Destroids
Although the destroids are no longer a common part of the UN military machine,
their basic tactics are still taught to ground forces in the event they find themselves
piloting one. The destroids are akin to walking tanks, and as such, they use many of the
same tank tactics.

Weapon Rush – Destroids have heavy weapons and armor, granting them great power in
combat. By using both actions for a round, a destroid pilot can combined weapons’ fire
with a ram attack (see basebook). This cannot be used with missiles, weapons with any
blast or area of effect ratings or with any weapons that list a minimum range. The
destroid runs at the target full speed, fires a ranged weapon (or group of linked weapons)
and rams the target. This allows the attacker to add the damage inflicted by the weapon to
their ram attack for damage and knockback values. Because of the coordination required,
the attack roll suffers a -3 penalty; if the attack misses, the attacker is left off-balance and
grants the defender a +3 bonus to attack on their next action.

Capital Ships
Capital ships often possess huge arsenals of weapons and mecha compliments, as
well as having pinpoint barriers. As mentioned in the basebook, capital ship to capital
ship combat is quick and brutal.

Daedelus Attack – During the Macross’ voyage home, the crew developed this attack to
take out Zentraedi vessels that were much larger than the SDF-1. The attack requires half
of the SDF-1’s pinpoint barriers to be overlapped at the tip of the Daedelus as the SDF-1
“punches” deep into the hull of the opposing vessel. After the Daedelus is wedged into
the target, the deployment ramps in the front are opened, allowing the destroid
compliment to fire directly into the ship’s interior. During later series, this is also called
Macross Attack.
To use this tactic, the crew must first make a AGIL + Reflector Systems skill
check at TN 15 to properly align the shields to protect the Daedelus. After that, the crew
must make an INT + Tactics skill check at TN 15 to target the opposing vessel in a way
that will not cause damage to the sides of the Daedelus’ hull. Last of all, the crew must
make an AGIL + Starship Operation roll at TN 20 to disengage the target and move a
safe distance away before the target explodes.
The initial strike of the Daedelus attack will inflict 300K to the target and is
considered AP. After this, the secondary attack from the destroids and the Daedelus’ own
weapon systems can be treated as an alpha strike (see above) or inflicts an additional
1500K; either way, this damage ignores the armor since it comes from inside the main
hull and will also cause an automatic critical strike.
The Daedelus II was designed with a wedge-shaped hull and oversized thrusters
for mimicking this attack.

Tactical Fire – By firing weapons in multiple firing arcs (typically weapons of 100K or
less for this), a ship can provide defense for allied mecha or smaller ships in the area.
Instead of hitting any targets, this maneuver can grant allied mecha and ships of smaller
size within 1 km of the ship a +3 bonus to Dodge and countermissile rolls in each round
that tactical fire is maintained.

Formations
Pilots often use different formations to better suit their mission, the situation and
the craft used.
The above three are formations for a single wing of fighters. The trail formation is
used typically for standard flight, since the front (primary) firing arc is blocked for the
trailing two fighters. Abreast and Vic formations are used for attack runs where all
weapons may be used freely.

The two above formations are used for pairs of flights, and sometimes special
operations units. Oftentimes, the rear center unit in a Wedge formation is an electronic
warfare unit.
The four formations above use irregular unit strengths, and are typically used by
special operations groups that do not use standard flight structure.

Bombers use a standard formation to maximize their destructive capabilities with


the least overlap (and thus waste of munitions). Below is a full flight of bombers in
standard Box formation.
Fleet Combat
Large-scale battles between two fleets typically progresses through fairly standard
stages, with some minor variations.
First, both sides deploy most of their one-man fighters, reserving a portion for
close defense. Mekton-scale skirmishing continues until one side or another has a clear
advantage or the fleets are within range of each other’s primary weapons.
At this point, Mekton-scale units are called back to a defensive area in and above
their fleet (referred to as D Position). Once the firing lane is cleared of their own troops,
each side will begin firing any weapons that have enough range to strike the opposing
fleet. This stage is very furious, and few capital fleet slugging matches last more than a
few minutes due to the sheer firepower thrown around.
Finally, the mecha will go in to mop up stragglers and screen their own fleet from
any opposition.
When one fleet has a tactical advantage over the other, typically being superior
numbers or attacking from a flank, the fleet will open fire with their primary weapons
first. After the opposing fleet is crippled, they will send in their mecha to finish the job.
When the objective is to capture or cripple ships without destroying them, mecha
are used. If the ships come into range, lighter capital ship weapons may be used to assist
the mecha since the larger primary weapons are too destructive to risk a “lucky” shot.
Some fleets lead by callous or sadistic commanders, common among Zentraedi
fleets, will not care if their own mecha are destroyed. In these cases, they may not wait
for their own mecha to clear out of the firing lane and will use this chance to catch
opposing mecha as well.

Chapter 8 – Codenames and Unofficial Designations


This is a listing of various nicknames for the different mecha, conventional
vehicles and capital ships.

Advanced Valkyrie
Stonewell/Bellcom & Shinnakasu VF-3000
AFOS
Designation of the alien artifact found on the ocean floor near Mayan Island
Alpha One
Shinsei Industry YF-19 Unit 2
Angel
Northrop Grummon/Stonewell/Shinsei VF-0 with reactive armor parts and QF-
2200D drone booster
Armored Valkyrie
Stonewell/Bellcom VF-1 with GBP-1S system
Armored VF-0
Northrop Grummon/Stonewell/Shinsei VF-0 with reactive armor parts
Arrow
Stonewell/Bellcom VF-4 Lightning III
ASS-1
Alien Star Ship (the Macross before being rebuilt)
Attack Valkyrie
VF-1 Plus with enhanced FAST Pack system
Big E, The
ARMD-03 Enterprise Stealth Carrier
Big M, The
New Macross Class Carrier Battle 7 of the Macross 7 fleet
Blazer Valkyrie
Shinsei Industry VF-19 Excalibur
Bluegazer
General Galaxy VF-22S Sturmvogel II (specifically Max’s personal unit?)
Booby Duck
Stonewell/Bellcom VF-1 with FAST Packs
Bug-eye
Boquomouxy Quel-Quallie
Deep Diver
Stonewell/Bellcom VF-1 with long range space equipment
Delta One
SDF-1 Macross
Dragon Kung Fu
Stonewell/Bellcom VF-1 with light armor system
Eagle One
Shinsei Industry YF-19 Unit 2
Eardrum Buster
ADR-04-Mk X Defender anti-aircraft defense robot
Elintseeker
Stonewell/Bellcom VE-1
Enemy Valkyrie
Zentraedi Variable Device
EVA (Enemy Variable Attacker)
Zentraedi Variable Device
Feious Valkyrie
Zentraedi Variable Device
Fire Valkyrie
Shinsei Industry VF-19 Kai
Fulcrum
Mikoyan MiG-29
Full-Armored Thunderbolt
Shinsei Industry VF-11 Thunderbolt with protect armor system
Funny Chinese
Stonewell/Bellcom VEFR-1 Valkyrie
Gabriel
Stonewell/Bellcom VF-1 with high-maneuver system
Ghostbird
Ghost X-9
Gunsight One
SDF-1 Macross
Longtom
HWR-00-Mk II Monster Heavy Weapons Robot
Medusa
Stonewell/Bellcom VF-3000 [note this is a non-Studio Nue designation]
Also refers to the VF-X-3
Mighty Bird
Stonewell/Bellcom VF-1 with heavy weapon system
Mylene Valkyrie
Shinsei Industry VF-11MAXL Kai
NUNS
New Unity Nations Spacy (another title for UN Spacy)
Omega One
General Galaxy YF-21 Unit 2
Pepper Mill
Little Rock missile launcher system
Phantom
QF-9iE Ghost II [note this is a non-Studio Nue designation]
Phoenix
VF-0 [unofficial designation; fan-based designation due to a single reference]
Reactive Armor VF-0
Northrop Grummon/Stonewell/Shinsei VF-0 with reactive armor parts
Siren
VF-X-4
SSP-1
Stonewell/Bellcom VF-1 with FAST Packs [note this is a non-Studio Nue name]
Star Mirage
Shinsei Industry VF-5000
Stealth Valkyrie
General Galaxy VF-17
Strike Valkyrie
Stonewell/Bellcom VF-1 with FAST Packs, one of which using a particle beam;
typically armed with RMS-1 missiles
Super Ostrich
Stonewell/Bellcom VF-1D with FAST Packs
Super Valkyrie
Stonewell/Bellcom VF-1 with FAST Packs
Timid Bunny
RC-4E Rabbit
Valkyrie
United Nations Variable Fighters (specifically VF-1, but generally covers all VFs)

Chapter 9 – Design Notes


Speculation on the UN Government
[Source: Macross Resource Compendium]
Post SWI (Space War I), a need for a strong leadership was needed. Strong
leadership doesn’t come from councils that negotiate, bicker and drag their feet before a
decision gets tabled. Therefore, lines of leadership would most likely have followed that
of the military (strict chains of command, some decisions made via consensus at a ‘board
meeting,’ but final decisions usually falling to one person.) This would have made the
UNG into the well-oiled machine that it needed to be to undertake the megaprojects seen
post-SWI (mass cloning of humanity, (re)building of the Earth Defenses and UNS Fleet,
and creating the colonization fleets.)
However, with this type of power comes entrenchment – people in leadership
rolls would not want to give them up easily. In addition, problems emerged as elections
became based on cults of personality more then of capability. The basic result is that at
the end of every governmental term, a partial or completely whole new batch of
department/ministry heads would arrive, all of them being fairly clueless to the decisions
that they have to start making from the word ‘go.’ The problem is that the “true”
leadership would then fall to the non-elected department/ministry heads who would only
give the elected department/ministry head the ‘right’ information to make the ‘right’
decision.
How does the Anti-UN fit into all of this? They are the Anti-UN because they are
protesting something about the UN. Historically, what have a lot of people protested their
(former) governments about? Lack of representation. Therefore, if the UNG is an
authoritarian, pseudo-dictatorship in the guise of a ‘guided democracy’, then we arrive at
a very big motivation for the Anti-UN.
This adds to the setting as it creates the options of: a wicked leader pretending to
be good only to further his/her personal goals (or the opposite, a good leader fighting off
the wicked), surrounded by ‘yes-men,’ back stabbers toeing the line until they can strike
and/or leadership officials that don’t give a damn because in toeing the line they meet
achieve their personal ambitions (or get the keys to fulfilling them.) This is strongly
evidenced in Macross Frontier.
Let’s be honest, having an oppressive, authoritarian regime (which imprisons or
executes those who are outspoken against its policies) as the leadership core of the UNG
makes for much more interesting storytelling then an unwieldy, slow democratic
parliamentarian democracy (similar to the ruling council in Star Wars Episodes I & II.).

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